I think the brute force polling method would work fine, actually. Just keep
a list of which indexes of players are connected, then check them every
couple of seconds and do what you need to do, unless it needs to come RIGHT
after they disconnect. Even then, checking a bunch of indexes every frame
is hardly going to be much, since presumably people aren't going to be
getting disconnected en masse.
Persuter
At 10:07 AM 12/10/2002 -0800, you wrote:
I haven't found a way to detect drops from the server using the SDK
either (any elegant way that is, where it tells you). You could try the
brute force polling method :)
omega wrote:
Grah! I meant while its connected! Oops, I didn't even notice that :(
anyway, besides that, the proxy isn't treated like a client,
clientconnect etc don't get called for the proxy until the proxy
disconnects. Mad weird.
And thanks, we miss you =)
And clientDisconnect isn't being called when someone goes linkdead and
drops :/
-omega
Blackened Interactive - http://blackened-interactive.com
Front Line Force - http://www.flfmod.com
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of BigGuy _
Sent: December 10, 2002 11:42 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] a couple of issues
actually get called when a client disconnects (link death, not actually
quitting) ? ie: when it says "so and so dropped". I need to reset
ClientDisconnect() in client.cpp is the only disconnect function I
remember.
It would be nice if edicts were reset/removed sometimes...
The other thing, with standard hltv configuration, I sometimes get this
spamming into the server;
Too many entities in visible packet list.
If the proxy is treated like a normal client, you might be able to use
ClientConnect() to set a flag that the proxy isn't fully connected, then
in
ClientPutInServer() set the flag to say the proxy is ready and then in
SetupVisibility() you just check the proxy + your flag before letting
the
proxy see/hear all.
-bigguy
Good work on FLF omega.
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