Basically, when a map is loaded by the server, it adds a list of strings to
a downloadables table.  The client then sees if those files are currently on
the client's system.  If not, and the filter isn't set by the client, then
they are downloaded to the client from the server.

If the server has sv_downloadurl set to a fast d/l source, then the client
will d/l those items from that source instead of the server.

So in order to get the custom items to work correctly, they must be present
both at the game server _and_ the d/l server.  If a file is missing at the
d/l server then it isn't downloaded to the client at all, even if it is
present on the game server.

Files on the d/l server can be compressed using bzip2 compression.  That
helps to speed up the downloads.

Keeper

-----Original Message-----
From: Patrick Shelley [mailto:[email protected]] 
Sent: Thursday, March 05, 2009 11:56 AM
To: Half-Life Windows
Subject: [hlds] how does sv_downloadurl work?

When a client connects to a server that is playing a custom map with custom
sounds, textures etc etc - and the client doesnt have any of the needed
files, maps etc, what is the process for the client to obtain the needed
files?

Does the client connect to the game server and find out they dont have the
files and then the *CLIENT* is redirected somehow to the fast download
server to download the files directly, OR does the client connect to the
game server and the game server connects to the fast download server and
somehow dish the files out to the client?

I'm sorry if i have been overly complex in describing this question. Thank
for any help,

Patrick


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

Reply via email to