Humm... call me naive but...
I suggest to create a dummy "usermsg 57" that catch and try to fix network stream corruptions (TCP packets assembling errors?)
A aproach can be to ignore the full frame (posible?).. well.. that its better than crash or unconnect
Ben Banfield wrote:
There is an interesting thread on thewavelength regarding an error like this ( usermsg 67 ). http://forums.thewavelength.net/index.php?showtopic=10455&hl=usermsg&st=15 It seems to suggest that it isn't about us sending a msg which got regged with number 57, as that gives a different error (UserMsg: No pfn craptest 95). My own logging of messages concurs with that, as i've never managed to catch a msg sending 57 as the msg id (this was using a technique botman mentioned back last october).
This morning I tried to reproduce the bug along mazor's line of thinking (overflowing), by sending a mass of cvars and messages per frame, but all I got was a lot of lag and compressing split packets.
Bar a router, which at the point in time I don't particually want to accept, I think we need to find a method for reproducing this.
Ben
Adam "amckern" Mckern wrote:
I think that has been talked about, but mayb not looked into
Quote from lower down
"On Behalf Of Alfred Reynolds
There is no usermsg 57, the engine defined ones stop at 56 (and mod created ones start at 64). Sounds like you are corrupting your network steam (by mismatching what the server sends and how the client parses it typically).
- Alfred"
--- [EMAIL PROTECTED] wrote:
There seems to be quite a lot of different reasons for this occuring with it happpening in many mods to everyone on the server at the same time, and also to individuals with weird routers.
But why is it always UserMsg 57? I think the only person who can answer this is someone at valve by looking up their source code. With it being a problem in many mods it would be time well spent.
If its happening for different reasons, then perhaps some more specific error messages might be useful too.
Peter.
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