[hlcoders] Client File Download

2008-09-09 Thread Haza
Is there a way I can make the client download certain custom files(like lua
scripts) from the server?

Or would I have to write my own code to send the custom files to the client?

Cheers,
Haza


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Re: [hlcoders] Client File Download

2008-09-09 Thread Tom Leighton
You can use the map res files which will initiate the download of those 
files. There is a way in code (I believe) to control this aswell, 
however, I do not know how to do it exactly.

Haza wrote:
 Is there a way I can make the client download certain custom files(like lua
 scripts) from the server?

 Or would I have to write my own code to send the custom files to the client?

 Cheers,
 Haza


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Re: [hlcoders] Client File Download

2008-09-09 Thread LDuke
I believe the lua extension is blocked from being downloaded due to issues
of abuse by server admins forcing bad scripts on the clients.


On Tue, Sep 9, 2008 at 4:29 AM, Haza [EMAIL PROTECTED] wrote:

 Is there a way I can make the client download certain custom files(like lua
 scripts) from the server?

 Or would I have to write my own code to send the custom files to the
 client?

 Cheers,
 Haza


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 please visit:
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Re: [hlcoders] Client File Download

2008-09-09 Thread Tom Leighton
Oh yeah, forgot to mention that. It was done so to prevent Lua viruses 
downloading on gmod 9 (Garry uses a custom download thing in gmod 10)


LDuke wrote:
 I believe the lua extension is blocked from being downloaded due to issues
 of abuse by server admins forcing bad scripts on the clients.


 On Tue, Sep 9, 2008 at 4:29 AM, Haza [EMAIL PROTECTED] wrote:

   
 Is there a way I can make the client download certain custom files(like lua
 scripts) from the server?

 Or would I have to write my own code to send the custom files to the
 client?

 Cheers,
 Haza


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 please visit:
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[hlcoders] Question about CUtlVector.

2008-09-09 Thread A.Oliver
Hi, my mod is suffering random crashes each certain amount of time and the mini 
dumps don't point to any useful piece of code. Well, the call stack traces 
parts of the code I never modified and I had a similar experience previously 
which confirmed such call stacks are trash basically. Here is:

  
server.dll!CNetworkVarBaseint,CBaseEntity::NetworkVar_m_nNextThinkTick::Set(const
 int  val=-1)  Line 204 C++
 server.dll!CBaseEntity::SetNextThink(int nContextIndex=-1, float 
thinkTime=-1.#QNAN00)  Line 1037 + 0x34 bytes C++
  server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=1147464990, 
void (void)* thinkFunc=0x0dc282f0)  Line 2092 C++
  server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t 
thinkMethod=THINK_FIRE_ALL_FUNCTIONS)  Line 1890 C++
  server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000)  Line 
2009 + 0x9 bytes C++
  server.dll!Physics_RunThinkFunctions(bool simulating=true)  Line 2060 + 0x9 
bytes C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=)  Line 1076 + 0xa bytes 
C++


So it seems there is a leak somewhere, and I'd say it has to do with a few 
CUtlVector I use in CBasePlayer to store info. None of these stores pointers, 
but I'm confused about what to do when that player is removed. Such arrays 
require any special treatment as it happens when they store pointers? I'm 
looking for similar cases in the code and I couldn't conclude anything. So 
should I do something to deallocate the memory they in CBasePlayer destructor, 
or something else? 

BTW, such server crashes happens always immediately after a player has been 
killed. It has been running in Ep1 engine (HL2MP based) until I ported it to 
OB, only took 3 days but I ported this bug as well... I have a question 
regarding some default entities not working properly in OB, but that'd go 
better in another post I guess.

These crashes are becoming a nightmare, they are dragging down the whole 
development.If you need more info please let me know, and sorry if I'm asking 
something basic.
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Re: [hlcoders] Question about CUtlVector.

2008-09-09 Thread botman
A.Oliver wrote:
 Hi, my mod is suffering random crashes each certain amount of time
 and the mini dumps don't point to any useful piece of code. Well, the
 call stack traces parts of the code I never modified and I had a
 similar experience previously which confirmed such call stacks are
 trash basically. Here is:
 
 server.dll!CNetworkVarBaseint,CBaseEntity::NetworkVar_m_nNextThinkTick::Set(const
 int  val=-1)  Line 204 C++ server.dll!CBaseEntity::SetNextThink(int
 nContextIndex=-1, float thinkTime=-1.#QNAN00)  Line 1037 + 0x34 bytes
 C++ server.dll!CBaseEntity::PhysicsRunSpecificThink(int
 nContextIndex=1147464990, void (void)* thinkFunc=0x0dc282f0)  Line
 2092 C++ 
 server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t
 thinkMethod=THINK_FIRE_ALL_FUNCTIONS)  Line 1890 C++ 
 server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000)
 Line 2009 + 0x9 bytes C++ server.dll!Physics_RunThinkFunctions(bool
 simulating=true)  Line 2060 + 0x9 bytes C++ 
 server.dll!CServerGameDLL::GameFrame(bool simulating=)  Line 1076 +
 0xa bytes C++
 
 
 So it seems there is a leak somewhere, and I'd say it has to do with
 a few CUtlVector I use in CBasePlayer to store info. None of these
 stores pointers, but I'm confused about what to do when that player
 is removed. Such arrays require any special treatment as it happens
 when they store pointers? I'm looking for similar cases in the code
 and I couldn't conclude anything. So should I do something to
 deallocate the memory they in CBasePlayer destructor, or something
 else?
 
 BTW, such server crashes happens always immediately after a player
 has been killed. It has been running in Ep1 engine (HL2MP based)
 until I ported it to OB, only took 3 days but I ported this bug as
 well... I have a question regarding some default entities not working
 properly in OB, but that'd go better in another post I guess.
 
 These crashes are becoming a nightmare, they are dragging down the
 whole development.If you need more info please let me know, and sorry
 if I'm asking something basic. 


This, thinkTime=-1.#QNAN00 looks bad to me.  Are you passing in a bad 
floating point value (possibly dividing by zero)?

-- 
Jeffrey botman Broome

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Re: [hlcoders] Question about CUtlVector.

2008-09-09 Thread Justin Krenz
If you run your server from the debugger, then you can get a full
memory dump with heap when the crash occurs.  That's a lot more help
than a vague mini dump.

On Tue, Sep 9, 2008 at 2:57 PM, botman [EMAIL PROTECTED] wrote:
 A.Oliver wrote:
 Hi, my mod is suffering random crashes each certain amount of time
 and the mini dumps don't point to any useful piece of code. Well, the
 call stack traces parts of the code I never modified and I had a
 similar experience previously which confirmed such call stacks are
 trash basically. Here is:

 server.dll!CNetworkVarBaseint,CBaseEntity::NetworkVar_m_nNextThinkTick::Set(const
 int  val=-1)  Line 204 C++ server.dll!CBaseEntity::SetNextThink(int
 nContextIndex=-1, float thinkTime=-1.#QNAN00)  Line 1037 + 0x34 bytes
 C++ server.dll!CBaseEntity::PhysicsRunSpecificThink(int
 nContextIndex=1147464990, void (void)* thinkFunc=0x0dc282f0)  Line
 2092 C++
 server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t
 thinkMethod=THINK_FIRE_ALL_FUNCTIONS)  Line 1890 C++
 server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000)
 Line 2009 + 0x9 bytes C++ server.dll!Physics_RunThinkFunctions(bool
 simulating=true)  Line 2060 + 0x9 bytes C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=)  Line 1076 +
 0xa bytes C++


 So it seems there is a leak somewhere, and I'd say it has to do with
 a few CUtlVector I use in CBasePlayer to store info. None of these
 stores pointers, but I'm confused about what to do when that player
 is removed. Such arrays require any special treatment as it happens
 when they store pointers? I'm looking for similar cases in the code
 and I couldn't conclude anything. So should I do something to
 deallocate the memory they in CBasePlayer destructor, or something
 else?

 BTW, such server crashes happens always immediately after a player
 has been killed. It has been running in Ep1 engine (HL2MP based)
 until I ported it to OB, only took 3 days but I ported this bug as
 well... I have a question regarding some default entities not working
 properly in OB, but that'd go better in another post I guess.

 These crashes are becoming a nightmare, they are dragging down the
 whole development.If you need more info please let me know, and sorry
 if I'm asking something basic.


 This, thinkTime=-1.#QNAN00 looks bad to me.  Are you passing in a bad
 floating point value (possibly dividing by zero)?

 --
 Jeffrey botman Broome

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Re: [hlcoders] Client File Download

2008-09-09 Thread Haza
This isn't for Garry's mod, I was wondering how I can send them using source
sdk, and I'd rather use valve's download handling code.


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Re: [hlcoders] Question about CUtlVector.

2008-09-09 Thread Haza
CUtlVector's destructor calls the destructors of all its elements. There
should be no memory leaks when using a CUtlVector or CUtlMap.


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Re: [hlcoders] Client File Download

2008-09-09 Thread Tom Leighton
What we've just told you. Valve blocks .lua files at the engine level.

You need to think of another extension, and use whatever the map res 
files use to send them over.

Haza wrote:
 This isn't for Garry's mod, I was wondering how I can send them using source
 sdk, and I'd rather use valve's download handling code.


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Re: [hlcoders] Client File Download

2008-09-09 Thread Nick
USE WGET.

On Tue, Sep 9, 2008 at 6:53 PM, Tom Leighton
[EMAIL PROTECTED] wrote:
 What we've just told you. Valve blocks .lua files at the engine level.

 You need to think of another extension, and use whatever the map res
 files use to send them over.

 Haza wrote:
 This isn't for Garry's mod, I was wondering how I can send them using source
 sdk, and I'd rather use valve's download handling code.


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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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