Yes, it's not ideal of course. Off the top of my head I don't know how to obtain the server ip and port but shouldn't be too hard. As for the extra overhead, I don't think that's an issue for a goldsrc mod. Of course it would have to be maintained in a smart manner so it doesn't grow huge... could you detail the problem further please? Why do you need to reconnect clients?
Sent from Samsung Mobile -------- Original message -------- From: Adam amckern McKern <amck...@yahoo.com> Date: To: "james.marchant" <james.march...@live.com>,Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc) How do you know the last IP - this would cause more overhead as your going to need to store the IP/Port in an array Sincerely Adam McKern KAP Candidate for Mitchel (Castle Hill) From: james. marchant <james.march...@live.com> To: hlcoders@list.valvesoftware.com Sent: Monday, 12 August 2013 6:38 PM Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc) Can you not use "connect serverip" in place of "retry"? Sent from Samsung Mobile -------- Original message -------- From: Tom Schumann <schumann....@gmail.com> Date: To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc) Would it work to send a different command that when called just calls 'retry' and whatever else you need to call? On 10 August 2013 22:16, Saint Thoth (hotmail) <st_th...@hotmail.com> wrote: For about a decade now, we've had issues when multiple players try to reconnect to our mod's servers at the same time... And the solution, for about a decade, was to delay their reconnection, simply by having the server send the client a disconnect, some waits, and a retry command. Worked just fine... But now that Steam Pipe is here, the retry command is illegal to send to clients. I thought of exec'ing a special cfg file on patched clients instead, but exec is also illegal command. (Which seems silly, given that the server can send any number of commands to make your game unplayable. Hell, with client.dll commands, we could delete your Windows system folder, re-write your registry, or crash your system any number of ways, if we wanted to... But gods forbid we send a "retry" command.) So I'm wondering how we could go about adding a command to do a disconnect followed by a delayed reconnect. Hopefully something as simple as having the client send commands to his own console - and hopefully not something so hacky as grabbing the process ID and sending keyboard commands to it. Thanks in advance for any advice you can provide, - Thothie _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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