@Thenomain said:
@Sponge said:
Packet Capture
I still had to look this up to understand what point you were trying to get at. (tl;dr: I still don't know.)
It makes more sense with the winky face. Every byte that the Internet passes in and out of the game is saved. If a packet gets lost and retransmitted, I've (probably) saved both the lost packet and the retransmitted copy. I get the empty ACK packets generated by the KEEPALIVE flag. I get all the communication to and from the client before the user logs in.
Anyway, it was a silly comment. I have complete logs of everything but not at the right level to be useful for this problem.
After doing the scant research about it, I don't see how that changes my response. You don't need to scrape anything; it can be done (and by your comments, done better) by using in-game resources. You can also scrape the logfile that you can convince Mu* to make to begin with, where everything typed is logged, but it also doesn't have the context to make a good poselogger.
You know what does? Master room,
&log_everything <object>=$*:<log it>
, done. The default TinyMUX install passes through commands instead of absorbing them when matched, though you may not get the "Huh?" message because the server sees it getting matched. Compare to @Chime's "@whence" output and if fails, report the Help Text.Anyway, yeah, your correction didn't make much sense to me.
A secondary point there is: It doesn't require hardcode fiddling, and really isn't that hard on the softcode side, to log everything outputted to every room or object on the game. This was to the people concerned with such things being abused, a point that @WTFE made as well. @TNP's solution wouldn't work in this case.
As I mentioned, I don't like @hook for this and if I implement something it will be akin to what @Bobotron describes: a system to create a Monitor object that does the logging work and is conspicuous about what it's doing.