Ok, so it is correct that the actual code is basically unused, and that's 
intentional.

What exactly is it checksumming?  The .dll file on disk, or the structures in 
memory?

I hope it's not the .dll, since I release server updates for my mod more 
frequently than client updates, so the client's server.dlls will almost always 
differ from the server's server.dll.

If it's just the structures in memory, it seems like the client.dll already 
knows all of the structure sizes, what with all the stuff like 
IMPLEMENT_CLIENTCLASS_DT, so I still don't get what the purpose of the 
server.dll could be.

(In response to the other email about file sizes - well, reducing executable 
size bloat is always a good thing, even if it's just a few megs.)

At 2006/11/29 09:35 PM, you wrote:
>The client uses the class definitions from the server to see if it can
>avoid having to request the networked class tables from the remote host
>at signon time. It checksums it's version of the servers and if that
>matches what the server sends down, then it just builds its client side
>network setup directly from the server data.  It saves a bunch of
>bandwidth.
>
>The system assumes that the client and server .dlls are in sync.
>
>We could probably investigate unloading the server.dll after verifying
>the tables and getting what we need, but since we don't call any methods
>in it, I think the code would get paged out pretty effectively anyway.
>
>Yahn
>
>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of
>[EMAIL PROTECTED]
>Sent: Wednesday, November 29, 2006 6:31 PM
>To: [email protected]
>Subject: [hlcoders] What is the purpose of the client's server.dll?
>
>I've asked before, but no one seemed to know.  It's been about a year so
>I figured I'd try my luck again. :)
>
>What is the purpose of the client's server.dll?  Basically, if I ever
>forget to copy over the latest version, then I get weird Valve "server
>uses different class tables" errors.  But the mod code in it seemingly
>serves no actual purpose, as I've added large numbers of asserts, tested
>on the client, and seen that almost none of the mod code is ever called.
>So there's this 5 megs or so of unused code, but somewhere in it is a
>magic few bytes that causes "server uses different class tables" errors.
>
>I would like to trim down the file size more for my mod-downloaders, but
>I'm also just curious.
>
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