Hello,
I've found what seems, for me, to be a really annoying bug in CSS (and probably mods). The following problem happens regardless of whether you use IGameEventListener or IGameEventListener2.
My Windows server crashes 98% of the time with the following code in a listener/plugin:
void CEmptyServerPlugin::FireGameEvent( IGameEvent * event ) { const char * name = event->GetName(); if (FStrEq(name, "player_changename")) { if(tester_cvar.GetInt()==1) { Msg("Kicking ya.\n"); int userid = event->GetInt("userid"); char szMessage[1024]; sprintf(szMessage, "kickid %d Go away.\n", userid); engine->ServerCommand(szMessage); if (tester2_cvar.GetInt()==1) { // Crashes the server engine->ServerExecute(); } } } }
Basically, this silly code causes a player to get kicked immediately when he tries to change his name. He certainly does get kicked, but the server crashes immediately after.
This is just the sample reproduction code, but the problem shows itself at a much deeper point in my EventScripts plugin when users are kicked in the middle of an event. It can happen at times regardless of whether the event handler is doing the kicking (i.e. another plugin or user could be kicking the player while my event handlers are firing). I believe it is a timing or threading issue because if I place a Windows Sleep(100) after the above ServerExecute call, the crash usually doesn't happen.
Avoiding ServerExecute() is not really an option for me because I truly need the command (not necessarily kick) executed immediately (typically an exec of a cfg file). Regardless, the documentation places no caveats on when ServerExecute() can be called, so I haven't been afraid to do so when needed.
Anyone have any recommendations or thoughts here?
Thanks for your help, -Mattie
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