[hlcoders] [Source] Thread-safety ?

2006-05-28 Thread Olef van de Stadt
My plugin needs to create some threads for checking purposes. The concept is as follows: When a player has got a successfull Steam-ID, that ID is checked against an SQL database. To prevent the server from stalling, I use the threads (pthreads for linux, windows threads for... you guessed it.) In

RE: [hlcoders] [Source] Thread-safety ?

2006-05-28 Thread Alfred Reynolds
The Source engine is NOT thread safe. You will need to access the engine interface from the main thread and then use some safe dispatch mechanism to get them to your other threads. - Alfred Olef van de Stadt wrote: My plugin needs to create some threads for checking purposes. The concept is as

Re: [hlcoders] assert since new engine update

2006-05-28 Thread bloodykenny
This appears to be a bug in the core engine that the SDK has no real control over. If I add this extra logging: To the bottom of SendProxy_PlayerList: Msg(sending player #%d = ent num %d\n, iElement, pOut-m_Int); To the bottom of SendProxyArrayLength_PlayerArray: Msg(sending size %d\n,

RE: [hlcoders] assert since new engine update

2006-05-28 Thread Yahn Bernier
We'll have someone take a look at this with a debug engine and see what changed. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Sunday, May 28, 2006 12:53 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] assert

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread bloodykenny
This is certainly a promising step - thanks all. However, can you explain what exactly this fixes? Is this supposed to fix the classic Physical Mayhem Bug, or does this fix something to do with scripts/propdata_cs.txt, which is presumably irrelevant to the generic HL2DM Physical Mayhem Bug?

RE: [hlcoders] assert since new engine update

2006-05-28 Thread bloodykenny
The following patch fixes the bug by disabling CTeam entirely. I'll eventually remove CTeam from my mod, as it doesn't do anything, but for now here's a backwards-compatible fix. (Unfortunately the player that is reporting crashers since the latest Steam update was not helped by this fix.)

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread Jay Stelly
Garry sent in a deterministic way to cause some bad physics behavior. Because of his repro case I was able to fix a bug with the code I posted below. Personally, I have never been able to reproduce the behavior you've described. I believe Adrian has seen the behavior in HL2DM at some point, but

[hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
This morning I was working on something, and ran both the 3d party mdldecompiler.exe with out any issues, plus studiomdl.exe in sourcesdk\bin Later, I went back to run them again, and began getting odd DLL errors. First, trying to build a model with studiomdl gives me this output (which I've

Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread bloodykenny
This is different fro mall the http://developer.valvesoftware.com/wiki/SDK_workaround stuff posted earlier? At 2006/05/28 08:33 PM, Tim Holt wrote: This morning I was working on something, and ran both the 3d party mdldecompiler.exe with out any issues, plus studiomdl.exe in sourcesdk\bin

Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
Hmm possibly/probably (?) - I confess I hadn't seen that. This is a HL2MP based mod so I assume the If your mod is based on a game other than Half-Life 2... part applies if you take it literally. I'm currently forcing a re-DL of the SourceSDK steam cache but when that's done I'll try what's

Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
Yes, that fixed it. Copied all dlls from hl2mp bin folder into sdk bin and now the model compile runs. /me pokes Valve to fix ASAP for all the little people Quoting Tim Holt [EMAIL PROTECTED]: Hmm possibly/probably (?) - I confess I hadn't seen that. This is a HL2MP based mod so I assume

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread bloodykenny
Yeah part of my real job is engineering support so I understand the importance of repro steps if engineering hasn't seen an issue. I'm a bit baffled though, given how many people have reported it, that Valve hadn't seen it regularly. (Does Valve have a public HL2DM stress test server? If so,

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread Jay Stelly
The particular case Garry reported was with a prop set to COLLISION_GROUP_PUSHAWAY against another prop set to COLLISION_GROUP_DEBRIS. The code in hl2mp gamerules returns different values for: ShouldCollide( COLLISION_GROUP_PUSHAWAY, COLLISION_GROUP_DEBRIS ); And ShouldCollide(