One of the next couple of updates should add split packets to Source (I
did a double take when I saw what the code was doing).

- Alfred

----Original Message----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Terry
Sent: Wednesday, June 08, 2005 7:15 PM To:
hlds_apps@list.valvesoftware.com Subject: RE: [hlds_apps] query
protocol was ( RE: [hlds_linux] HL1 Engine update) 

> What is the behavior if the rules data just doesn't fit in 1400
> bytes?  It doesn't send anything at all?  Wouldn't it be better to
> send *something* so that clients don't have to sit and wait before
> deciding that the server isn't going to respond?  If I were writing
> client code for this, I would feel like I would need to then send
> another query to make sure that the server was really still there and
> not just unresponsive.      
> 
> If Source games will be supporting this soon, then no big deal, but
> if it's going to be in place for a while yet, then it might be nice
> to have it respond with an empty rules set at least.  
> 
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds Sent: Wednesday, June 08, 2005 7:46 PM
> > To: hlds_apps@list.valvesoftware.com
> > Subject: RE: [hlds_apps] query protocol was ( RE:
> > [hlds_linux] HL1 Engine update)
> > 
> > 0xfeffffff (int value -2) indicates a split packet, with the
> > following C structure using up the next 5 bytes:
> >     int             sequenceNumber;
> >     byte    packetID;
> > 
> > Sequence number lets you identify responses from the same split
> > packet stream. The top 4 bits of packetID are this packets position
> > in the sequence ( 0 .. N - 1 ) and the bottom 4 bits are the total
> > number of packets (N). 
> > 
> > Right now only HL1 supports this response, Source based games will
> > fail to send responses that exceed 1400 bytes. We will be adding
> > split packet capability to Source in a future update.
> > 
> > - Alfred
> > 
> > 
> > 
> > ----Original Message----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Steven
> > Hartland Sent: Wednesday, June 08, 2005 7:49 AM To:
> > hlds_apps@list.valvesoftware.com Subject: Re: [hlds_apps] query
> > protocol was ( RE: [hlds_linux] HL1 Engine update)
> > 
> > > Yer figured that out after much head scratching and a few cups of
> > > coffee 4 hours sleep is just not good :( What's the significance
> > > of the next 4 bytes? How do I tell which order the packets should
> > > be in? 
> > > 
> > > Would be nice to see this info in the document, but Im sure
> > > Alfred will get round to it. 
> > > 
> > >     Steve / K
> > > 
> > > ----- Original Message -----
> > > From: "Terry" <[EMAIL PROTECTED]>
> > > 
> > > 
> > > > The 0xFE 0xFF 0xFF 0xFF means the rules response needed to be
> > > > split because it couldn't fit into a single datagram.  (Alfred
> > > > mentioned this in an earlier reply) 
> > > > 
> > > > What usually happens is the tail end of the split shows up
> > > > first , so you have to watch for that 0xFE 0xFF 0xFF 0xFF at
> > > > the beginning and queue up the parts and put them back together
> > > > before parsing. I haven't checked lately to make sure it's
> > > > still valid with the protocol changes, but I have a "HLBuffer"
> > > > class I wrote in C# I'd be more than happy to send your way if
> > > > you'd like. 
> > > 
> > > 
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> 
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