[hlcoders] client 'reconnect' results in segfault, 'retry' does not

2003-08-15 Thread James Couzens
Hey everyone,

Perhaps someone can shed some light on the difference between when a user
uses command retry as opposed to reconnect.  From the outside their
functionality appears identical, however, thanks to a regular user of ours a
bug in software I have been writing has reared its ugly head.  Users who use
reconnect are able to crash the server.

Keeping in mind I am using threads, and doing a few other non-standard
things.  I am locking mutex appropriately, and as I said, when users use
retry all is fine.

The HLDS error is:

L 08/15/2003 - 00:21:16: FATAL ERROR (shutting down): NUM_FOR_EDICT: bad
pointer

and is created by: CLIENT_PRINTF(pPlayer-m_pEdict, print_console, log_str);

Yes this is easily solved with a check for a valid player, but then that
player is then able to bypass that function, which is involved in deciding
if they should be allowed on the server or not, so I need to identify how
their player pointer somehow becomes either invalid, or full of garbage.

Any light anyone can shed on this would be useful.

Cheers,

James


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Re: [hlcoders] client 'reconnect' results in segfault, 'retry' does not

2003-08-15 Thread botman
 Keeping in mind I am using threads, and doing a few other non-standard
 things.  I am locking mutex appropriately, and as I said, when users use
 retry all is fine.

You're not calling any Half-Life engine functions inside your threads are
you?

If you are, that could account for the crashing problem.  The Half-Life
engine does not support threads and is not thread safe.  If you are doing
engine accesses and you still want to use threads, make sure ALL engine
accesses occur from within a single thread.

Jeffrey botman Broome

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[hlcoders] new in the list

2003-08-15 Thread Tei

Hi!

I am new in the list.

I am actually a Quake1 coder and I am interested to port some HL features to Quake1.
I am in this list to learn something about Half-Life.

Thanks!

1 saludo
Tei
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Re: [hlcoders] new in the list

2003-08-15 Thread MoD
Welcome!

It should not be too hard, considering half-life is quake code :

GL, hope you come up with something cool.

--

MoD.


- Original Message -
From: Tei [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, August 15, 2003 6:06 PM
Subject: [hlcoders] new in the list



 Hi!

 I am new in the list.

 I am actually a Quake1 coder and I am interested to port some HL
features to Quake1.
 I am in this list to learn something about Half-Life.

 Thanks!

 1 saludo
 Tei
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Re: [hlcoders] new in the list

2003-08-15 Thread botman
 I am new in the list.

 I am actually a Quake1 coder and I am interested to port some HL features
to Quake1.
 I am in this list to learn something about Half-Life.

 Thanks!

You might want to spend some time on the Wavelength website and forums...

http://www.thewavelength.net/

...and on the VERC website and forums...

http://collective.valve-erc.com/index.php

..they both have tutorials, resources, discussions and links to various
Half-Life coding related topics.

If you don't have Microsoft Visual C++ (which Valve used to build Half-Life
and it's MODs), you might want to check out my webpage on building the
Half-Life SDK using free compilers...

http://planethalflife.com/botman/building.shtml

Jeffrey botman Broome

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Re: [hlcoders] client 'reconnect' results in segfault, 'retry' does not

2003-08-15 Thread James Couzens
Botman,

Yes, all actions happen through a single thread.  And as I mentioned, if the
client uses retry everything is fine.  100% of the time, when a client
uses reconnect instead.  The problem is definately related to the thread
however.  Just strange how retry would not cause a problem and reconnect
would.

If anyone does happen to know (*cough* alfred *cough) the difference between
reconnect and retry it would be nice to at least understand why 'reconnect'
will poop when using threads.

James


- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, August 15, 2003 5:44 AM
Subject: Re: [hlcoders] client 'reconnect' results in segfault, 'retry' does
not


  Keeping in mind I am using threads, and doing a few other non-standard
  things.  I am locking mutex appropriately, and as I said, when users use
  retry all is fine.

 You're not calling any Half-Life engine functions inside your threads are
 you?

 If you are, that could account for the crashing problem.  The Half-Life
 engine does not support threads and is not thread safe.  If you are doing
 engine accesses and you still want to use threads, make sure ALL engine
 accesses occur from within a single thread.

 Jeffrey botman Broome

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RE: [hlcoders] Map Overviews

2003-08-15 Thread Tony \omega\ Sergi
Go ingame
hud_draw 0
dev_overview 1

then you can use the keys to move the map around.

dev_overview 2 will get rid of the text, then you can use screenshot (not
snapshot; screenshot will spit out a TGA so you can edit and such and either
use the tga or save it as a bmp)

also read hltv.doc I think it is inside the hl dir.

-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm
Sent: August 15, 2003 1:35 PM
To: [EMAIL PROTECTED]


Anyone know where I can get or how to make those topographical map
overview pictures? The standard valve maps all have them already but the
custom maps dont have them. You see them in spectator mode when you do the
mode where you see the whole map. In otherwords something like this:

http://bs-linux.com/hlwebtv2/topo_maps/2fort.png

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RE: [hlcoders] client 'reconnect' results in segfault, 'retry' does not

2003-08-15 Thread Alfred Reynolds
The only real difference between the two is that retry will reauthenticate
the users whereas reconnect skips this process and goes straight to putting
the client in the server (and it only works on clients that have already
been authenticated).

Where is m_pEdict comming from? You are getting that error because the edict
pointer it outside of the in memory list of entities.

- Alfred

James Couzens wrote:
 does not


 Botman,

 Yes, all actions happen through a single thread.  And as I mentioned,
 if the client uses retry everything is fine.  100% of the time,
 when a client uses reconnect instead.  The problem is definately
 related to the thread however.  Just strange how retry would not
 cause a problem and reconnect would.

 If anyone does happen to know (*cough* alfred *cough) the difference
 between reconnect and retry it would be nice to at least understand
 why 'reconnect' will poop when using threads.

 James


 - Original Message -
 From: botman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, August 15, 2003 5:44 AM
 Subject: Re: [hlcoders] client 'reconnect' results in segfault,
 'retry' does not


 Keeping in mind I am using threads, and doing a few other
 non-standard things.  I am locking mutex appropriately, and as I
 said, when users use retry all is fine.

 You're not calling any Half-Life engine functions inside your
 threads are you?

 If you are, that could account for the crashing problem. The
 Half-Life engine does not support threads and is not thread safe.
 If you are doing engine accesses and you still want to use threads,
 make sure ALL engine accesses occur from within a single thread.

 Jeffrey botman Broome

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RE: [hlcoders] client 'reconnect' results in segfault, 'retry' does not

2003-08-15 Thread Tony \omega\ Sergi
As a side note, I've seen that happen a few times myself; but even with
retry.
It'll give a no private data error and then segfault when it calls
reconnect.

-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: August 15, 2003 1:47 PM
To: '[EMAIL PROTECTED]'

The only real difference between the two is that retry will reauthenticate
the users whereas reconnect skips this process and goes straight to putting
the client in the server (and it only works on clients that have already
been authenticated).

Where is m_pEdict comming from? You are getting that error because the edict
pointer it outside of the in memory list of entities.

- Alfred

James Couzens wrote:
 does not


 Botman,

 Yes, all actions happen through a single thread.  And as I mentioned,
 if the client uses retry everything is fine.  100% of the time,
 when a client uses reconnect instead.  The problem is definately
 related to the thread however.  Just strange how retry would not
 cause a problem and reconnect would.

 If anyone does happen to know (*cough* alfred *cough) the difference
 between reconnect and retry it would be nice to at least understand
 why 'reconnect' will poop when using threads.

 James


 - Original Message -
 From: botman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, August 15, 2003 5:44 AM
 Subject: Re: [hlcoders] client 'reconnect' results in segfault,
 'retry' does not


 Keeping in mind I am using threads, and doing a few other
 non-standard things.  I am locking mutex appropriately, and as I
 said, when users use retry all is fine.

 You're not calling any Half-Life engine functions inside your
 threads are you?

 If you are, that could account for the crashing problem. The
 Half-Life engine does not support threads and is not thread safe.
 If you are doing engine accesses and you still want to use threads,
 make sure ALL engine accesses occur from within a single thread.

 Jeffrey botman Broome

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[hlcoders] SDK coming soon?

2003-08-15 Thread matthew lewis
September 30 is rapidly approaching. From earlier announcements it was
mentioned that the SDK would be available prior to HL2's release. Is this
still true and has a date been set?

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Re: [hlcoders] client 'reconnect' results in segfault, 'retry' does not

2003-08-15 Thread James Couzens
Alfred,

I'm maintaining my own player structure with information relevant to what
i'm doing.  m_pEdict is a pointer to the players edict.  I pass this
structure to all my functions rather than something like CBaseEntity or
CBasePlayer because it contains the information I need, and when I need the
players edict for engine functions I just use that.

The pointer goes bad right after I create a thread, but only when a user
uses reconnect.  With retry, the pointer is still valid after creating my
thread.  At any rate i'm sure that this is related to reconnect skipping ths
authentication process.  By no longer threading disconnections the problem
disappears.

James


- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, August 15, 2003 10:47 AM
Subject: RE: [hlcoders] client 'reconnect' results in segfault, 'retry' does
not


 The only real difference between the two is that retry will reauthenticate
 the users whereas reconnect skips this process and goes straight to
putting
 the client in the server (and it only works on clients that have already
 been authenticated).

 Where is m_pEdict comming from? You are getting that error because the
edict
 pointer it outside of the in memory list of entities.

 - Alfred

 James Couzens wrote:
  does not
 
 
  Botman,
 
  Yes, all actions happen through a single thread.  And as I mentioned,
  if the client uses retry everything is fine.  100% of the time,
  when a client uses reconnect instead.  The problem is definately
  related to the thread however.  Just strange how retry would not
  cause a problem and reconnect would.
 
  If anyone does happen to know (*cough* alfred *cough) the difference
  between reconnect and retry it would be nice to at least understand
  why 'reconnect' will poop when using threads.
 
  James
 
 
  - Original Message -
  From: botman [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Friday, August 15, 2003 5:44 AM
  Subject: Re: [hlcoders] client 'reconnect' results in segfault,
  'retry' does not
 
 
  Keeping in mind I am using threads, and doing a few other
  non-standard things.  I am locking mutex appropriately, and as I
  said, when users use retry all is fine.
 
  You're not calling any Half-Life engine functions inside your
  threads are you?
 
  If you are, that could account for the crashing problem. The
  Half-Life engine does not support threads and is not thread safe.
  If you are doing engine accesses and you still want to use threads,
  make sure ALL engine accesses occur from within a single thread.
 
  Jeffrey botman Broome
 
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[hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Shane
If you are qualified in

SQL Server
ASP
Perl

And if you have some knowledge atleast of HLSTATS and are interested in a
project with a well established game server company (http://www.phxx.net ,
http://www.phxx.com , 300+ game sessions and growing!) with the potential to
make some money, please contact me.

[EMAIL PROTECTED]

Serious inquiries only.

Shane
PHXX CIO

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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Michael Fisher
I am very qualified in ASP  SQL. My career is developing and using both. I
am only somewhat experienced in Perl but would be able to grasp what I need
quickly I am sure.

I would be very interested.

Michael Fisher (desNotes)
[EMAIL PROTECTED]

- Original Message -
From: Shane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, August 15, 2003 6:25 PM
Subject: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder


 If you are qualified in

 SQL Server
 ASP
 Perl

 And if you have some knowledge atleast of HLSTATS and are interested in a
 project with a well established game server company (http://www.phxx.net ,
 http://www.phxx.com , 300+ game sessions and growing!) with the potential
to
 make some money, please contact me.

 [EMAIL PROTECTED]

 Serious inquiries only.

 Shane
 PHXX CIO

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RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Rick Powerfool
I am a database administrator with a lot of SQL experience, good ASP and
some perl. I can send a resume if you want it.

Richard Rice
BSCS/DBA

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Shane
Sent: Friday, August 15, 2003 6:26 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

If you are qualified in

SQL Server
ASP
Perl

And if you have some knowledge atleast of HLSTATS and are interested in a
project with a well established game server company (http://www.phxx.net ,
http://www.phxx.com , 300+ game sessions and growing!) with the potential to
make some money, please contact me.

[EMAIL PROTECTED]

Serious inquiries only.

Shane
PHXX CIO

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Re: [hlcoders] Map Overviews

2003-08-15 Thread Tei
El Fri, 15 Aug 2003 10:35:12 -0700 (PDT)
Brian A. Stumm [EMAIL PROTECTED] dijo:

my 0.01 cents (99% crap):

maybe the better way can be to make a txt file with the name of all bsp maps in your 
mod,
load these maps and move player to 0 0 4096, send a screnshots to client console and 
move
to next map. This can be a mod feature, or a minimod. Will not be perfectly 2D. Hee... 
maybe you
can tweak the OpenGL driver to force a isometric matrix, or have fov 0 or something... 
(fov 0 == isometric?)

other option, maybe much better, is to do this by hand from a good map editor. A 
interesting issue
from some maps editor (Quark) is that can add some fog that can enhance the 3d look of 
your 2d maps,..
...I dont remeber if HL itself support fog, but any screenshot with some light fog 
will look deeper.




 Anyone know where I can get or how to make those topographical map
 overview pictures? The standard valve maps all have them already but
 the custom maps dont have them. You see them in spectator mode when
 you do the mode where you see the whole map. In otherwords something
 like this:

 http://bs-linux.com/hlwebtv2/topo_maps/2fort.png

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RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Jeff Katz
My only comment here is that php is way better than asp ;)

_

  Jeff 'Kuja' Katz
  Leader, Digital Paintball
  http://www.digitalpaintball.net


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick
Powerfool
Sent: Friday, August 15, 2003 8:10 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder


I am a database administrator with a lot of SQL experience, good ASP and
some perl. I can send a resume if you want it.

Richard Rice
BSCS/DBA

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Shane
Sent: Friday, August 15, 2003 6:26 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

If you are qualified in

SQL Server
ASP
Perl

And if you have some knowledge atleast of HLSTATS and are interested in
a project with a well established game server company
(http://www.phxx.net , http://www.phxx.com , 300+ game sessions and
growing!) with the potential to make some money, please contact me.

[EMAIL PROTECTED]

Serious inquiries only.

Shane
PHXX CIO

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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Shane
You are obviously biased.  ;)

With 14 years of professional development experience I can say hands down I
find ASP (and more so .net) far more flexible and capable the PHP any day.
However, it, like Perl, awk, sed, etc all have their place in the scheme of
development ;)


- Original Message -
From: Jeff Katz [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, August 15, 2003 9:19 PM
Subject: RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder


 My only comment here is that php is way better than asp ;)

 _

   Jeff 'Kuja' Katz
   Leader, Digital Paintball
   http://www.digitalpaintball.net


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rick
 Powerfool
 Sent: Friday, August 15, 2003 8:10 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder


 I am a database administrator with a lot of SQL experience, good ASP and
 some perl. I can send a resume if you want it.

 Richard Rice
 BSCS/DBA

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Shane
 Sent: Friday, August 15, 2003 6:26 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

 If you are qualified in

 SQL Server
 ASP
 Perl

 And if you have some knowledge atleast of HLSTATS and are interested in
 a project with a well established game server company
 (http://www.phxx.net , http://www.phxx.com , 300+ game sessions and
 growing!) with the potential to make some money, please contact me.

 [EMAIL PROTECTED]

 Serious inquiries only.

 Shane
 PHXX CIO

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 please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Phil
I would have to agree with you there. I've done development work with ASP, ASP.NET and 
PHP (a lot
more with ASP and ASP.NET though) and PHP seems to suffer from a lot of the problems 
that ASP
used to (bad organisation, complicated coding, no sense of a unified application, 
etc.) which were
addressed in ASP.NET.
PHP does have a long way to go to make it up there and PHP5 is looking quite good.
Although maybe it's time I got off my ass and made some tools to make this whole world 
a better
place...

-Phil

Quoting Shane [EMAIL PROTECTED]:

 You are obviously biased. ;)

 With 14 years of professional development experience I can say hands
 down I
 find ASP (and more so .net) far more flexible and capable the PHP any
 day.
 However, it, like Perl, awk, sed, etc all have their place in the scheme
 of
 development ;)


 - Original Message -
 From: Jeff Katz [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, August 15, 2003 9:19 PM
 Subject: RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder


  My only comment here is that php is way better than asp ;)
 
  _
 
  Jeff 'Kuja' Katz
  Leader, Digital Paintball
  http://www.digitalpaintball.net
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Rick
  Powerfool
  Sent: Friday, August 15, 2003 8:10 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP
 Coder
 
 
  I am a database administrator with a lot of SQL experience, good ASP
 and
  some perl. I can send a resume if you want it.
 
  Richard Rice
  BSCS/DBA
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Shane
  Sent: Friday, August 15, 2003 6:26 PM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder
 
  If you are qualified in
 
  SQL Server
  ASP
  Perl
 
  And if you have some knowledge atleast of HLSTATS and are interested
 in
  a project with a well established game server company
  (http://www.phxx.net , http://www.phxx.com , 300+ game sessions and
  growing!) with the potential to make some money, please contact me.
 
  [EMAIL PROTECTED]
 
  Serious inquiries only.
 
  Shane
  PHXX CIO
 
  ___
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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Michael A. Hobson
ASP only runs on Micro$haft IIS -- the most remotely hacked web server on
earth.
Flexible in terms of the number of ways you can be 0wn3ed, maybe.

At 09:18 PM 8/15/2003 -0400, you wrote:
You are obviously biased.  ;)

With 14 years of professional development experience I can say hands down I
find ASP (and more so .net) far more flexible and capable the PHP any day.
However, it, like Perl, awk, sed, etc all have their place in the scheme of
development ;)
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Daniel Koppes
True... but PHP can run on IIS too :)

At 17:46 16/08/03, you wrote:
ASP only runs on Micro$haft IIS -- the most remotely hacked web server on
earth.
Flexible in terms of the number of ways you can be 0wn3ed, maybe.

At 09:18 PM 8/15/2003 -0400, you wrote:
You are obviously biased.  ;)

With 14 years of professional development experience I can say hands down I
find ASP (and more so .net) far more flexible and capable the PHP any day.
However, it, like Perl, awk, sed, etc all have their place in the scheme of
development ;)
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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Programmer and Modeller for http://pokemod.fragoff.net/The
http://pokemod.fragoff.net/Pokemod
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