tei wrote:

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

As Alfred stated earlier, network messages below 64 are created, sent and intercepted by the engine (server side and client side). The MOD code has no access to these network message (it can't parse them, it can't intercept them, and it can't change them).

If there is a generic engine problem or a generic networking problem
(routers, firewalls, etc.) you would see lots of reports of this error
in Valve MODs (deathmatch, TFC, CS, and DoD).  If there aren't
significant reports of this error occuring in Valve MODs, but there are
significant reports of this error occuring in non-Valve MODs, then I
would tend to believe that the non-Valve MOD code is at fault (and not
the engine or the network).

I realize this doesn't help track down what the problem is, but it would
help to identify who or what is at fault.

--
Jeffrey "botman" Broome

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