Jan, I can't believe what I am reading. You are the guy with this problem for almost 2 weeks, and you don't know if "commentary 1" should be a mandatory warning "this server will not be listed on the master server because commentary is enabled" on all servers?
Really? On Wed, Sep 25, 2013 at 12:08 PM, Jan Hartung <[email protected]> wrote: > To be clear here: if there should be any warning, then it should be a dev > warning. Once things don’t work as expected at least I like to switch on > developer mode, sometimes even developer 2 instead of developer 1. A single > printout saying that this server won’t be seen by others would do no harm > there, neither in terms of CPU cycles nor regarding the readability of the > console output. By the way, with developer set to 0 there’s not much seen > on the console with our current 2007 based release and the 2013 based > development version.**** > > ** ** > > There also seems to be no point in disabling master server listing on > commentary mode servers. Every time I needed a bot or all weapons at once I > had to switch sv_cheats to 1 while obviously my server was in commentary > mode. It also doesn’t keep people from joining the server as long as they > know the address, the server is merely removed from the master server.**** > > ** ** > > Then there’s the sv_lan story. During all my recent tests it didn’t matter > what I set sv_lan to, as long as it’s a dedicated server or a listen server > with commentary set to 0 it gets listed on the master server. In both cases > the server browser shows my public IP, not the internal 192.168… one. I > didn’t ask anybody to connect to the server, but if there’s a difference > between sv_lan 0 and 1 I’d guess that people joining a sv_lan 1 server from > the Internet will be presented with the „this server is restricted to local > clients“ message.**** > > ** ** > > Jan**** > > ** ** > > *Von:* [email protected] [mailto: > [email protected]] *Im Auftrag von *Nick > *Gesendet:* Mittwoch, 25. September 2013 16:13 > > *An:* Discussion of Half-Life Programming > *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, > listenservers are not registered with the master servers**** > > ** ** > > I don't know if anything is more important than a server showing up in > server browser. I don't know if there is anything harder to diagnose for a > server operator?**** > > ** ** > > On Wed, Sep 25, 2013 at 6:25 AM, T X4 <[email protected]> wrote:**** > > There's a distinction between a meaningful amount of output for warnings, > assertions and whatnot, and so much output that it becomes indecipherable, > i.e. noise. Why not throw in a whole bunch of BEL characters to get a > makeshift fire alarm, too? IMO, just print a single line as a clue and be > done with it because if every single warning had to fight amongst one > another for visiblity, then we'd be hardly any better off than where we're > at now.[/Off-Topic] > **** > ------------------------------ > > Date: Tue, 24 Sep 2013 19:20:26 -0500 > From: [email protected] > To: [email protected] > Subject: Re: [hlcoders] Dedicated servers not connectable at all, > listenservers are not registered with the master servers**** > > ** ** > > YOU ARE WRONG. > > If a silent command activation can drop a multiplayer server from showing > up in the global list, it needs to be disabled or have massive warnings, > when it is activated. Rule of Repair: When you must fail, fail noisily and > as soon as possible.**** > > To do otherwise is a sin, because it will cost hundreds of server hosts > and mod programmers dozens of manhours in an attempt to "fix" the problem > with "commentary 1". Because "commentary 1" should never be enabled in a > multiplayer server, "commentary 1" SHOULD HAVE EPIC CONSOLE WARNINGS. > > "commentary 1" MUST HAVE CONSOLE WARNINGS. IF "commentary 1" WILL DISABLE > MULTIPLAYER LISTEN SERVERS SHOWING UP IN SERVER BROWSER. IT MUST HAVE > CONSOLE WARNINGS. > > **** > > Do you know how many manhours are wasted on trying to get listen servers > to showup in the server browser? CAN YOU EVEN IMAGINE?**** > > Warnings are the key to sucessful coding, and debugging. THE KEY.**** > > ** ** > > ** ** > > On Tue, Sep 24, 2013 at 9:18 AM, Kyle Sanderson <[email protected]> > wrote:**** > > The last thing we need is more garbage warnings in the console. There are > already a plethora of bogus DevWarning's using Warning, it should most > likely remain silent. Many other "Warnings" should be silent in release > mode as well. No multiplayer server should ever be in commentary; in TF > there was an exploit where a client could switch the server into commentary > mode, which sets sv_cheats to 1.**** > > Thanks, > Kyle.**** > > ** ** > > On Tue, Sep 24, 2013 at 8:10 AM, Jan Hartung <[email protected]> wrote:** > ** > > TF2 and CS:S show the same behavior. A warning in the console sounds like > a good idea.**** > > **** > > Jan**** > > **** > > *Von:* [email protected] [mailto: > [email protected]] *Im Auftrag von *Nick > *Gesendet:* Dienstag, 24. September 2013 15:53**** > > > *An:* Discussion of Half-Life Programming > *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, > listenservers are not registered with the master servers**** > > ** ** > > **** > > commentary "1" ????? prevents listen servers from showing up in server > browser?**** > > needs to have a console warning immediately(if commentary "1") !!!(only > valve can do this from the engine level))**** > > jan can you test this in maybe a tf2 server or css to see if those are > impacted as well?**** > > **** > > On Tue, Sep 24, 2013 at 7:46 AM, Jan Hartung <[email protected]> wrote:** > ** > > I finally found what’s causing the issue and wanted to share the solution > with you. At this point, prepare to facepalm.**** > > **** > > So I thought it might be a good idea to use our .dlls with the sample game > files and the sample .dlls with our game files. With the result that our > .dlls with the sample game files makes the server show up, the sample .dlls > with our game files still shows the issue. There’s actually not much left > which could possibly cause the issue, so I tested around with the resource > and script folders with no success. Next up was the config.cfg: backed it > and the config_default.cfg up and started a new server – which showed up in > the browser. A quick comparison between the newly written config.cfg and my > backup of the original file brought up just one possible line. For some > reason this line ended up in my original file:**** > > **** > > commentary "1"**** > > **** > > Setting this back to 0 makes the server show up (and the heartbeat command > work of course). This is the point where you facepalm ;)**** > > **** > > Anyway, maybe after all this does require a fix to “Source SDK Base 2013 > Multiplayer” as the corresponding stand-alone dedicated server seems to > ignore this setting (remember, both installs use the exact same game files > on my system here).**** > > So thanks again to everyone involved in fixing the original and actual > issue, hopefully the betas will becomes release versions soon.**** > > **** > > Jan**** > > **** > > *Von:* [email protected] [mailto: > [email protected]] *Im Auftrag von *Jan Hartung > *Gesendet:* Sonntag, 15. September 2013 14:09**** > > > *An:* 'Discussion of Half-Life Programming' > *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, > listenservers are not registered with the master servers**** > > **** > > @Ryan: there’s no sv_master_legacy_mode in the 2013 SDK anymore, so that’s > not the issue.**** > > @Edward: I send the heartbeat manually when the server is already running, > at the moment there’s no server.cfg at all. Both the listen server and > dedicated server are running on Windows, where the dedicated server > (downloaded via SteamCMD) is able to find the sourcemods directory and > displays the available mods without the need for copying the files over to > the server directory. Which makes it even more funny, as my dedicated and > listen server use the exact same files so for both there is no server.cfg. > But only the listen server does not register with the master servers and > does nothing when I run "heartbeat" from the console. The dedicated server > on the other hand does react to the command by sending out a network packet. > **** > > **** > > Jan**** > > **** > > *Von:* [email protected] [ > mailto:[email protected]<[email protected]>] > *Im Auftrag von *Edward Phillips > *Gesendet:* Sonntag, 15. September 2013 04:13 > *An:* Discussion of Half-Life Programming > *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, > listenservers are not registered with the master servers**** > > **** > > Did you add heartbeat to the startup commands? Or send the command when > it's already running > > On 14/09/2013, at 4:04 AM, "Jan Hartung" <[email protected]> wrote:**** > > The firewall is open, port forwarding is configured correctly as well. I’m > running the dedicated server (using the very same .dll files) on the same > box for testing and it shows up just fine in the server browser(s).**** > > **** > > *Von:* [email protected] [ > mailto:[email protected]<[email protected]>] > *Im Auftrag von *Tony "omega" Sergi > *Gesendet:* Donnerstag, 12. September 2013 21:26 > *An:* Discussion of Half-Life Programming > *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, > listenservers are not registered with the master servers**** > > **** > > Your firewall is open?**** > > Your router is forwarding the correct ports?**** > > **** > > On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung <[email protected]> wrote:** > ** > > sv_lan is set correctly and a heartbeat is sent as well, so that cannot > cause the issue.**** > > **** > > **** > > **** > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders**** > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders**** > > **** > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > **** > > ** ** > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > **** > > ** ** > > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders**** > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > **** > > ** ** > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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