Nice suggestion, however this has nothing to do with my net connection,
because I have tested it on several different machines with different OS and
different network connections. Any other gameserver that responds to rules
query does work correctly no matter how long is the response... However TF2
servers do not split the resulting packet. Even the game-monitor.com reports
less rules than expected... I just took the #1 TF2 server from
gametracker.com and looked it up in the game-monitor.com and then I checked
with my output... the query reports that there are 109 rules however I can
get only the first 61 because the packet gets truncated. Game-monitor does
fetch the same ~60 rules I did, but that's WRONG. Check it out for yourself:
http://tinyurl.lv/LqnQe

2009/11/26 Arg! <[email protected]>

> Have you tried testing this on a different environment/net connection?
>
> I had a similar problem with one specific code library but the problem
> turned out to be a combination of that and my MTU setting.
>
> On Thu, Nov 26, 2009 at 11:20 PM, Kaspars <[email protected]> wrote:
>
> > Hi,
> >
> > I have released some time ago a tool to query source and goldsource
> servers
> > from command line. It is a lightweight and similar to qstat. You can
> fetch
> > general server information (hostname, map and player count), players and
> > server rules. It has support for split packet and bzip2 packet handling.
> > You
> > can get the source here: https://sourceforge.net/projects/theqtool/ .
> > Feedback will be appreciated.
> >
> > However, I have still an issue with A2S_RULES handling. I have posted
> this
> > already some time ago on this list without any replies. The rules
> response
> > from TF2 servers gets truncated if it exceeds 1260 bytes. I have tested
> > this
> > with several tools including HLSW. This can be easily verified, just open
> > up
> > gametracker, filter out some TF2 servers and try getting rules from them
> in
> > HLSW. If the packet is big enough (1260+ bytes) it will be truncated.
> Seems
> > like L4D and L4D2 servers are not affected so nobody cares...
> >
> > Cheers,
> > Kaspars
> > _______________________________________________
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> >
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