Because then users wouldn't be able to reconnect automatically, which Is
what that he wants to happen.
You could accomplish the same thing by using "map" instead of "changelevel"
Which is obviously not what he wants to do.


On Tue, Aug 13, 2013 at 6:18 AM, <amck...@yahoo.com> wrote:

> Why not add a ban to the black list for the amount of time you wish the
> client to be disconnected and change the response text from you have been
> banned to your unable to reconnect to this server at the moment?
>
> Sent from Windows Mail
>
> *From:* Saint Thoth (hotmail)
> *Sent:* Monday, August 12, 2013 11:07 PM
> *To:* hlcoders@list.valvesoftware.com
>
> >Can you not use "connect serverip" in place of "retry"?
> There's no dependable method of acquiring the external IP provided by the
> SDK, and I can't think of a sure fire dependable way to do it myself.
>
> >Would it work to send a different command that when called just calls
> >'retry' and whatever else you need to call?
> The Retry command is engine side, thus there's no way to redefine the
> command that I can figure. Batching it with other commands doesn't work,
> and
> as I mentioned, exec is blocked as well. Both commands are blocked engine
> side, so there's no way to remove the block. (This is what you get when
> you
> work with a closed source engine that gets random updates.)
>
> >Why do you need to reconnect clients??
> Decade old code with a dozen different hands in it has resulted in a few
> issues we can't readily track down. Too many clients reconnecting before
> the
> server has a chance to initialize the map tends to result in a Memory
> Deallocation Error. If the server has time to finish initiating the map
> first, by temporarily disconnecting the clients, it's fine. I could think
> of
> other reasons you'd need access these commands though. (And again, as a
> security precaution it's useless, as there are FAR worse things you can do
> to a client - not just to his game, but to his entire OS.)
>
> Possible Solution:
> I think I've found a way to send console commands from the client's own
> console... I can probably redirect CLIENT_COMMAND define to a client.dll
> msg
> that it can pick up, and do something like this:
>
> gEngfuncs.pfnClientCmd(sTemp);
>
> Stupidly annoying that we should have to do this, but as it isn't
> something
> that's done often, the tiny bit of extra overhead shouldn't be a problem.
>
> - Thothie
>
>
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-- 
-Tony
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