RustTip

IOnUserApprove

OxidePlayer

Internal Oxide/Carbon core hook — in a plugin use CanClientLogin, CanUserLogin, OnUserApprove, OnUserApproved

object IOnUserApprove(Network.Connection connection)
Method changed — check — the game method differs from the one the hook is recorded for in Oxide. The hook is still called, but its place may have shifted — worth checking after an update.

Parameters

connection
Network.Connection

Return value

objectReturn a value of the method's result type and the game returns it immediately; null continues as usual.

Example

object — you can affect the game: return a value to change or cancel the action.

private object IOnUserApprove(Network.Connection connection)
{
    Puts("IOnUserApprove");

    // change nothing — the game continues as usual
    return null;

    // to affect the game:
    // return null; // null — the game continues as usual
}

Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.

Injection point

Rust.opj (Oxide)
void ConnectionAuth.OnNewConnection(Network.Connection)

Passes: Network.Connection connection

Method changed — checkReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (a0)Assembly-CSharp.dll

Where it is called (this branch's game code)

// …
		DebugEx.Log(connection.ToString() + " has auth level 2");
		connection.authLevel = 2u;
	}
	if (DeveloperList.Contains(connection.userid))
	{
		DebugEx.Log(connection.ToString() + " is a developer");
		connection.authLevel = 3u;
	}
	if (Interface.CallHook("IOnUserApprove", connection) != null)
	{
		return;
	}
	m_AuthConnection.Add(connection);
	StartCoroutine(AuthorisationRoutine(connection));
}

Sources: Rust.opj from OxideMod/Oxide.Rust (MIT) and hook metadata of the Carbon documentation (MIT). Method code is decompiled from this branch's server.