Comments (24)
Currently the Anti cheat functions are not implemented in the wrapper but there isn't reason why it shouldn't work.
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@3ddelano How would I make it work? I am not that experienced with C#.
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The c# version of the EOS SDK was used for Godot 3 Mono and the wrapper for Godot 3 is deprecated. Right now for Godot 4 we use the EOS C SDK v1.15. The general steps to wrap a new interface like Easy Anti Cheat are the following:
- Read about the interface in EOS docs
- List all the functions that need to be wrapped from the EOS C SDK
- Wrap each function in gdextension so that it is available inGDScript. Refer the previous wrapped interfaces, it will mostly be similar syntax to those. We also have helpful macros to easier convert data structures.
- Test each function works as expected in GDScript
- Optionally make a sample scene for the interface with a UI
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@3ddelano Can I just use it with Godot Mono? I just learned a bit of C#
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Yes you definitely can! For the Godot mono it saves some time as you can directly code in c#. EOS C# requires a setup function where you initialise the SDK, following which you can then call the interface functions. A good reference would be IEOS.cs script initialisation function. Also read the Readme.md file of the godot3-mono branch for the installation steps (editing the .csproj, etc).
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@3ddelano ummmmm IEOS.cs
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What are the steps to reproduce this? Did you follow the installation steps in the readme? Also note this is for Godot 3. I haven't tested it out with Godot 4 where the .NET version was upgraded.
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@3ddelano That's my project folder: https://github.com/techsideofficial/XanEngine/tree/main/XanTestProjects/TestProj
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The project looks fine. But Im unable to debug the issue. Does running the game from Godot work?
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@3ddelano that's what I'm doing. I'm using Godot 3.5.2 LTS
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Can you try cloning the repo and running the sample project?
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@3ddelano The sample project runs fine.
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Try deleting the .mono folder, sometimes the mono cache gets messed up.
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I'll try it tomorrow.
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The issue is that somehow the project was converted to Godot 4 mono. Did you perhaps run the auto convert the project by opening it in Godot 4 mono?
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Here 'RefCounted' is from Godot 4 while the Godot 3 equivalent is 'Reference'.
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To resolve it, replace the existing files with a re-clone of the godot3-mono branch.
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@3ddelano nvm its fixed. How would I check if the game was launched via anticheat then?
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How do I check if the game has been launched from EAC?
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EOS provides protected game session notifications. See this https://dev.epicgames.com/docs/game-services/anti-cheat/using-anti-cheat#protected-game-session-notifications
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How do I quit the app if it hasn't been launched through EAC?
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A starting point would be to check out the official anti cheat sample project. https://dev.epicgames.com/docs/game-services/anti-cheat/anti-cheat-samples#step-1-configure-the-samples
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@techsideofficial Anticheat features are implemented in v2.1.2 https://github.com/3ddelano/epic-online-services-godot/releases/tag/2.1.2
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Related Issues (17)
- p2p support HOT 1
- P2P HOT 12
- Compiler Error in auth_interface.cpp HOT 5
- Vulkan Overlay HOT 3
- Couldn't compile on Linux Mint 21.2 (base: Ubuntu 22.04 jammy) HOT 2
- Linux Release HOT 5
- Not an actual bug, testing on Linux HOT 1
- Uploading Artifacts to Release HOT 1
- Android support HOT 2
- P2P Sample Game
- SAMPLE NOT WORKING *PLS FIX* THANK HOT 14
- EOS Platform creation sometimes fails HOT 1
- Implement EOS_Connect_QueryExternalAccountMappings HOT 1
- Not an issue, Godot 4.0 Support? HOT 2
- Will there be integration of the Voice interface? HOT 2
- BUG: Cannot build with scons HOT 4
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