Only the client needs the server.dll to exist, for the network table check.
The client engine loads them from the serverdll, and then compares.


-Tony

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Tony Paloma
Sent: January-24-09 8:14 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Linux server disconnects

But the server could still perform a checksum or something on it. Have you
tried changing the DLL on the Linux server and seeing if clients can still
connect?

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Olly
Sent: Saturday, January 24, 2009 12:53 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Linux server disconnects

I'm telling you, linux cant read dll's, and there is never a client_i486.so
><

2009/1/24 Nick <[email protected]>

> I am not sure about that at all. Servers always check client binaries.
> Can someone else check this for us?
>
> On Fri, Jan 23, 2009 at 6:38 AM, Olly <[email protected]> wrote:
> > Linux cant/doesn't read DLLs, they are for windows only. In any case,
> there
> > is no need for a client 'binary' for a server
> >
> > 2009/1/23 Nick <[email protected]>
> >
> >> I've had this problem before. I think the problem was solved by running
> >>
> >>  ./steam -command update -game
> >>
> >>  is the correct way i think. I don't remember if the linux server
> >> needed the exact same dll's as the  clients but i would make sure both
> >> the client and the server have the exact same DLLS.
> >>
> >> Yes, running a  blank hl2mp mod is probably the best idea. Although, I
> >> don't even know if that that works out of the box. Goodluck, I hope u
> >> get it working
> >>
> >> On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins <[email protected]>
> wrote:
> >> > Update: after some mucking around in notepad++ & excel, I can confirm
> >> > that the file list for the linux server is identical to the list of
> .cpp
> >> > files included in the visual studio project. Not much of a surprise,
> >> > given that one was used to generate the other. I can also confirm
that
> >> > there's definately no network tables inside windows-only defines.
> >> >
> >> > Lastly, I tried hosting a TF2 server, and the build numbers shown in
> the
> >> > console were the same as with my mod, so that's definately not to
> blame
> >> > either.
> >> >
> >> > What else could be causing the "Server uses different class tables"
> >> > disconnect, and only for the linux server? I haven't got the
slightest
> >> > idea at this point. Is it worth checking to see if a blank hl2mp mod
> >> > works?
> >> >
> >> > Thanks,
> >> >
> >> > Andrew
> >> >
> >> > On Mon, 2009-01-19 at 14:12 -0800,
> >> > [email protected] wrote:
> >> >> Date: Mon, 19 Jan 2009 20:42:52 +0000
> >> >> From: Andrew Watkins <[email protected]>
> >> >> Subject: [hlcoders] Linux server disconnects
> >> >> To: [email protected]
> >> >> Message-ID: <1232397772.8330.7.ca...@2800mhz>
> >> >> Content-Type: text/plain
> >> >>
> >> >> Thanks to Nick's suggestion, I've managed to get my linux server
> >> >> compiled & running. Turns out the error was down to the way I'd
> linked
> >> >> the sqlite dll, that had been one of the things I'd thought of, but
> it
> >> >> seems that I hadn't removed the sqlite header include from one file,
> and
> >> >> that was messing things up.
> >> >>
> >> >> Now I have a server that I can try to connect to, but when I try to
> >> >> connect, very near the end of the process I get disconnected with
the
> >> >> error:
> >> >>       Server uses different class tables
> >> >>
> >> >> Normally I'd have expected this to say which network table / value
> was
> >> >> missing or incorrect, but there's nothing. I'm pretty damn sure all
> the
> >> >> same files are being used by linux as by Visual studio; I've been
> >> >> through my makefiles many times over. I really can't see anything
> thats
> >> >> in one & not the other, though I guess its possible I'm being dumb
> here.
> >> >> I can't find any network tables that are within #ifdef _WIN32 or
> >> >> anything like that - strikes me that would be a bit ridiculous if it
> >> >> were the case anyway. Anyone run into this error with a linux
server?
> >> >>
> >> >> One thing that I do notice - when I try to connect to the linux
> server,
> >> >> it lists its Build version as 3691, but when I run a listen server,
> it
> >> >> says its Build 3704. Now I've repeatedly run the update commands for
> the
> >> >> linux server, but its not loading any other updates. Could this
> version
> >> >> issue be behind my network table issue, or is that just the way its
> >> >> meant to be?
> >> >>
> >> >> Thanks for any insight anyone has to offer
> >> >>
> >> >> Andrew
> >> >>
> >> >> >
> >> >> > Message: 5
> >> >> > Date: Sat, 27 Dec 2008 13:50:06 -0600
> >> >> > From: Nick <[email protected]>
> >> >> > Subject: Re: [hlcoders] Linux binary runtime error
> >> >> > To: "Discussion of Half-Life Programming"
> >> >> >     <[email protected]>
> >> >> > Message-ID:
> >> >> >     <[email protected]>
> >> >> > Content-Type: text/plain; charset=ISO-8859-1
> >> >> >
> >> >> > can you try debugging with gdb? starting srcds with gdb is a real
> >> >> > pain, but generally you can hook to srcds process easily enough...
> >> >> >
> >> >> > On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins <[email protected]>
> >> wrote:
> >> >> > > Hey list,
> >> >> > > Still having srcds linux issues. I've discovered I can force it
> to
> >> use
> >> >> > > only my binary with the -binary command, and now I get a crash
> >> related
> >> >> > > to my binary, although I wouldn't exactly call it meaningful.
The
> >> debug
> >> >> > > log looks like this:
> >> >> > >
> >> >> > > ----------------------------------------------
> >> >> > > CRASH: Sat Dec 27 17:48:18 GMT 2008
> >> >> > > Start Line: modularcombat/bin/server_i486.so -game modularcombat
> >> -binary
> >> >> > > modularcombat/bin/server_i486.so -debug
> >> >> > > Core was generated by `modularcombat/bin/server_i486.so -game
> >> >> > > modularcombat -binary modularcombat/bin/'.
> >> >> > > Program terminated with signal 11, Segmentation fault.
> >> >> > > [New process 27928]
> >> >> > > #0  0xb73fa536 in __do_global_dtors_aux ()
> >> >> > > #0  0xb73fa536 in __do_global_dtors_aux ()
> >> >> > > #1  0xb73fa4f9 in CMemoryStack::CMemoryStack ()
> >> >> > > #2  0x00000000 in ?? ()
> >> >> > > Current language:  auto; currently asm
> >> >> > > No locals.
> >> >> > > No shared libraries loaded at this time.
> >> >> > > Stack level 0, frame at 0xbf906e08:
> >> >> > >  eip = 0xb73fa536 in __do_global_dtors_aux; saved eip 0xb73fa4f9
> >> >> > >  called by frame at 0xbf906e0c
> >> >> > >  source language asm.
> >> >> > >  Arglist at 0xbf906e00, args:
> >> >> > >  Locals at 0xbf906e00, Previous frame's sp is 0xbf906e08
> >> >> > >  Saved registers:
> >> >> > >  eip at 0xbf906e04
> >> >> > > End of Source crash report
> >> >> > > ----------------------------------------------
> >> >> > >
> >> >> > > I'm guessing a crash in the CMemoryStack constructor means that
> >> >> > > something's gone stupid, but I'm clueless as to what. Any
> >> suggestions?
> >> >> > >
> >> >> > > Thanks,
> >> >> > > Andrew
> >> >> > >
> >> >> > >> Date: Wed, 24 Dec 2008 23:12:59 +0000
> >> >> > >> From: Andrew Watkins <[email protected]>
> >> >> > >> Subject: [hlcoders] Linux binary runtime error
> >> >> > >> To: [email protected]
> >> >> > >> Message-ID: <1230160379.8788.10.ca...@2800mhz>
> >> >> > >> Content-Type: text/plain
> >> >> > >>
> >> >> > >> Ok, so I've finally built a linux binary for my mod, and I've
> >> managed
> >> >> > >> to
> >> >> > >> fix several undefined symbol errors that come up when I try to
> run
> >> a
> >> >> > >> dedicated server (locally) using it.
> >> >> > >>
> >> >> > >> But this last one has me stumped, while all the rest have shown
> up
> >> in
> >> >> > >> my
> >> >> > >> mod's server_i486.so, having corrected all of those, I'm now
> >> getting
> >> >> > >> undefined symbol: GetCVarIF in the *hl2mp* server_i486.so!
> >> >> > >> Why this could be I don't know, my mod's an orange box
> hl2dm-based
> >> >> > >> affair, but its running on AppID 218, definately not 320.
> Changing
> >> to
> >> >> > >> to
> >> >> > >> 440 has no effect on this error.
> >> >> > >>
> >> >> > >> I realise its to be expected that hl2dm would fail if loaded
> into
> >> the
> >> >> > >> OB
> >> >> > >> engine, like appears to be happening. It shouldn't be happening
> >> >> > >> though!
> >> >> > >> We've previously worked out whats required to run a dedicated
> >> server
> >> >> > >> (on
> >> >> > >> windows) and typically go for one with hl2dm and tf2 installed
-
> >> all
> >> >> > >> of
> >> >> > >> this may not be necessary, but we know it works. I can run both
> a
> >> tf2
> >> >> > >> &
> >> >> > >> an hl2dm server locally without problems.
> >> >> > >>
> >> >> > >> So, two questions:
> >> >> > >> 1. Where is GetCVarIF defined?
> >> >> > >> 2. Why on earth is it trying to load the hl2dm binaries?
There's
> no
> >> >> > >> such issue on windows...
> >> >> > >> Thanks, and merry Christmas :)
> >> >> > >> -Andrew
> >> >> > >>
> >> >> > >
> >> >> > >
> >> >> > > _______________________________________________
> >> >> > > To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >> > >
> >> >> > >
> >> >> >
> >> >> >
> >> >> >
> >> >> > ------------------------------
> >> >> >
> >> >> > _______________________________________________
> >> >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >> >
> >> >
> >> >
> >> >
> >> > _______________________________________________
> >> > To unsubscribe, edit your list preferences, or view the list
archives,
> >> please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to