Events are caused within events all the time--- people use events to do all sorts of things: kick players, make people swap teams, teamkill punishment, etc. Even if server event reentrance is a problem, we need some Valve documentation saying this is forbidden or dangerous.
To clarify three points: 1. I'm not interested in specifically kicking a player. I'm interested in doing X during an event where X is anything the administrator wants. So if he wants to kick a player that's his thing. I, personally, am not trying to kick anyone during an event. I'm letting people run semi-special config files during an event. 2. The crash doesn't just happen when plugin code specifically kicks someone. It can happen when a player is kicked via some administrative plugin, by the console, etc. It just needs to happen at the around the time an event calls ServerExecute. 3. The example below is the smallest example I made to reproduce the problem. I'm no newbie to coding-- I've considered all sorts of workarounds. Like scheduling things independently via GameFrame, avoiding the ServerExecute, etc. Unfortunately, these alternatives are substandard/messy and, really, I just need someone at Valve to say "this is a bug, we'll fix it" or "ServerExecute during an event is unsupported because of X and we'll document it as such going forward". If I've missed existing documentation to this effect, I'm hoping someone on the list can point me to it. (Educated guesses stated as if they were fact won't help me, though.)
Thanks, -Mattie
cheeseh wrote: -------------------------------------------------------------------------
I am guessing that when you kick a player another event is triggered that tells that the player was kicked/left the server. You cannot have two events fire inside each other, I am taking this from the old "net message" code that was from HL1, you could not have two messages start before they end.
Instead of kicking the player there, try raising a flag (try storing a global boolean variable and the player id) and check it on startframe (or GameFrame () as it is now in HL2 I think) when the flag is true, kick the stored player id, then set the flag to false. In the event code replace it with setting the boolean to true and setting the playerid to the userid.----- Original Message ----- From: "Mattie Casper" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Saturday, March 26, 2005 9:25 AM Subject: FireGameEvent, kickid, ServerExecute, crash
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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