We will look into this, in the mean time you could try copying steamclient.dll, 
tier0_s.dll, vstdlib_s.dll and steam.dll from a TF2 dedicated server install 
over to your mods install. That may fix the issue in the interim.

- Alfred

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White
Sent: Monday, July 30, 2012 9:46 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] ATTN Valve: Server browser player count fluctuates/fails 
with bots

Valve,

There is a bug with the way the SDK version of the engine reports the
amount of players in a server to the server browser and clients
attempting to connect. When bots (fake clients) are created using the
following command:

edict_t *pEdict = engine->CreateFakeClient( "bot" );

and subsequently removed with

engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", pBot->GetUserID() ) );

the instance of the bot still exists in the server browser game info
display.... but the bot is properly removed! I verified removal by
tracing through the disconnect sequence and saw the edict being freed.

This issue seems to have had affected TF2 servers in the past:
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg65375.html
It was also posted on this board as well:
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg02321.html

What ends of happening is that if you add enough bots over the course
of the server being active, you will fill your server even though no
one is playing in it currently. The server actively refuses
connections to incoming clients with the Game Info display showing
some ridiculous number like 24/16 players with the list dominated by
the names of bots that have been removed from the server long ago.

I believe porting your fix from the TF2 engine to the SDK engine will
fix this issue quite easily. Right now, it is impacting our mod
significantly since we are debuting bots :'(

Thanks,
Jonathan White
GoldenEye: Source

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