Player is protected but still online
So I am runnnig AOR on my server and a player called me to look at something. He had placed two twig foundations and was unable to shoot them to destroy them as AOR was reporting that the player was offline. I used another plugin to inspect who is the owner and sure enough the player walking around infront of me was the owner. I tested it for myself and shot at these two twig foundations and I too got the protected message. I then shot at his base next door and that didn't give me any errors. I am not sure what went wrong but I fear that this may be exploited defeating the purpose of the plugin. Please can you assit with this? I will attempt to replicate this later but thought I would bring it to your attention. Below is my whole AOR config file contents
{
  "absoluteTimeScale": {
    "03": 0.1
  },
  "activity": [
    "input",
    "loot",
    "respawn",
    "chat"
  ],
  "afkMinutes": 5,
  "clanFirstOffline": false,
  "clanShare": false,
  "cooldownMinutes": 10,
  "damageScale": {
    "1": 0.0625,
    "3": 0.125,
    "6": 0.1875,
    "12": 0.25,
    "24": 0.3125,
    "36": 0.375,
    "48": 0.4375,
    "60": 0.5,
    "72": 0.5625,
    "84": 0.625,
    "96": 0.6875,
    "108": 0.75,
    "120": 0.8125,
    "132": 0.875,
    "144": 0.9375,
    "156": 1,
    "168": 2
  },
  "interimDamage": 0.0,
  "minMembers": 1,
  "playSound": false,
  "prefabs": [
    "door.hinged",
    "door.double.hinged",
    "window.bars",
    "floor.ladder.hatch",
    "floor.frame",
    "wall.frame",
    "shutter",
    "wall.external",
    "gates.external",
    "box",
    "locker"
  ],
  "showMessage": true,
  "sound": "assets/prefabs/weapon mods/silencers/effects/silencer_attach.fx.prefab",
  "VERSION": "0.3.5"
}​
You have an absolute time scale configured, did you do your testing between 3:00-3:59 your server time?

Merged post

Also, you should know that offline protection does not engage simply based on whether or not a player is connected.  This plugin attempts to determine whether a player is AFK or not.  It's likely that this player in question was marked AFK (which is the same as going offline from this plugins perspective).  If they are marked AFK, there are 5 actions which will mark them as online again..

  1. Player Input (specifically changing input, to prevent players from wedging a key)
  2. Looting a player or chest
  3. Respawning
  4. Chatting
  5. Waking up (you do not have this one enabled)
Thank you for your response Caltyic. I will remove the absolute time scale. No this happened between 22:00 and 23:00. The player shot at the foundation and was wealking around. I'm not sure if that would move him out of AFK. I will add the Waking up action to my config as well. Thank you once again for your feedback

Merged post

My new config look as follows:
{
  "absoluteTimeScale": {},
  "activity": [
    "input",
    "loot",
    "respawn",
    "chat",
    "wakeup"
  ],
  "afkMinutes": 5,
  "clanFirstOffline": false,
  "clanShare": false,
  "cooldownMinutes": 10,
  "damageScale": {
    "1": 0.0625,
    "3": 0.125,
    "6": 0.1875,
    "12": 0.25,
    "24": 0.3125,
    "36": 0.375,
    "48": 0.4375,
    "60": 0.5,
    "72": 0.5625,
    "84": 0.625,
    "96": 0.6875,
    "108": 0.75,
    "120": 0.8125,
    "132": 0.875,
    "144": 0.9375,
    "156": 1,
    "168": 2
  },
  "interimDamage": 0.0,
  "minMembers": 1,
  "playSound": false,
  "prefabs": [
    "door.hinged",
    "door.double.hinged",
    "window.bars",
    "floor.ladder.hatch",
    "floor.frame",
    "wall.frame",
    "shutter",
    "wall.external",
    "gates.external",
    "box",
    "locker"
  ],
  "showMessage": true,
  "sound": "assets/prefabs/weapon mods/silencers/effects/silencer_attach.fx.prefab",
  "VERSION": "0.3.5"
}​
If you have any ideas who ways to see if a player is active and not afk that cannot be easily bypassed please let me know and I'll try to add it.
Do you need to use AFK? I see with the one plugin I use it tells me if a player is online, sleeping or offline

Merged post

Lol the other plugin is yours. EntityOwner.cs
It's a core feature of this plugin,  if players were able to avoid AOR by staying online then they would just wedge the W key and run into a wall repeatedly.
I have been thinking about it and why would a player do everything to avoid being seen as AFK as this is when they start getting offline protection? Am I misunderstanding the purpose of this plugin?
The key here is that we have to balance defense and offense.

DEFENSE:

If a player goes offline/afk, this plugin makes the assumption that they should have some expectation when they come back online (provided they were not gone too long) that their base will still be there.

OFFENSE:

If a player wants to raid, they must either
  1. Raid players who are online and can defend themselves
  2. Use a lot more explosives to raid an offline player
  3. Wait until the target is online or protection has expired
Regarding the AFK status, if a player being raided simply goes AFK (say while crafting), then this plugin assumes that the same mechanism should apply.  Going AFK and being offline are essentially the same thing since the defender is not there to defend themselves or their base.

This plugin essentially is designed to ensure that raids are populated on both sides with defenders and attackers, not one sided in favor of the raiders.

However, it's not good gameplay (or good for your player count), to force players to manage their online status (knowing that their base and all their stuff is in jeapordy if they don't).  Thus, AFK detection.