Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-13 Thread Tony omega Sergi
Because then users wouldn't be able to reconnect automatically, which Is
what that he wants to happen.
You could accomplish the same thing by using map instead of changelevel
Which is obviously not what he wants to do.


On Tue, Aug 13, 2013 at 6:18 AM, amck...@yahoo.com wrote:

 Why not add a ban to the black list for the amount of time you wish the
 client to be disconnected and change the response text from you have been
 banned to your unable to reconnect to this server at the moment?

 Sent from Windows Mail

 *From:* Saint Thoth (hotmail)
 *Sent:* Monday, August 12, 2013 11:07 PM
 *To:* hlcoders@list.valvesoftware.com

 Can you not use connect serverip in place of retry?
 There's no dependable method of acquiring the external IP provided by the
 SDK, and I can't think of a sure fire dependable way to do it myself.

 Would it work to send a different command that when called just calls
 'retry' and whatever else you need to call?
 The Retry command is engine side, thus there's no way to redefine the
 command that I can figure. Batching it with other commands doesn't work,
 and
 as I mentioned, exec is blocked as well. Both commands are blocked engine
 side, so there's no way to remove the block. (This is what you get when
 you
 work with a closed source engine that gets random updates.)

 Why do you need to reconnect clients??
 Decade old code with a dozen different hands in it has resulted in a few
 issues we can't readily track down. Too many clients reconnecting before
 the
 server has a chance to initialize the map tends to result in a Memory
 Deallocation Error. If the server has time to finish initiating the map
 first, by temporarily disconnecting the clients, it's fine. I could think
 of
 other reasons you'd need access these commands though. (And again, as a
 security precaution it's useless, as there are FAR worse things you can do
 to a client - not just to his game, but to his entire OS.)

 Possible Solution:
 I think I've found a way to send console commands from the client's own
 console... I can probably redirect CLIENT_COMMAND define to a client.dll
 msg
 that it can pick up, and do something like this:

 gEngfuncs.pfnClientCmd(sTemp);

 Stupidly annoying that we should have to do this, but as it isn't
 something
 that's done often, the tiny bit of extra overhead shouldn't be a problem.

 - Thothie


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-- 
-Tony
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Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-12 Thread Tom Schumann
Would it work to send a different command that when called just calls
'retry' and whatever else you need to call?


On 10 August 2013 22:16, Saint Thoth (hotmail) st_th...@hotmail.com wrote:

 **
 For about a decade now, we've had issues when multiple players try to
 reconnect to our mod's servers at the same time... And the solution, for
 about a decade, was to delay their reconnection, simply by having the
 server send the client a disconnect, some waits, and a retry command.
 Worked just fine...

 But now that Steam Pipe is here, the retry command is illegal to send to
 clients. I thought of exec'ing a special cfg file on patched clients
 instead, but exec is also illegal command. (Which seems silly, given that
 the server can send any number of commands to make your game unplayable.
 Hell, with client.dll commands, we could delete your Windows system folder,
 re-write your registry, or crash your system any number of ways, if we
 wanted to... But gods forbid we send a retry command.)

 So I'm wondering how we could go about adding a command to do a disconnect
 followed by a delayed reconnect. Hopefully something as simple as having
 the client send commands to his own console - and hopefully not something
 so hacky as grabbing the process ID and sending keyboard commands to it.

 Thanks in advance for any advice you can provide,
 - Thothie

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Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-12 Thread james . marchant
Can you not use connect serverip in place of retry?


Sent from Samsung Mobile

 Original message 
From: Tom Schumann schumann@gmail.com 
Date:  
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc) 
 
Would it work to send a different command that when called just calls 'retry' 
and whatever else you need to call?


On 10 August 2013 22:16, Saint Thoth (hotmail) st_th...@hotmail.com wrote:
For about a decade now, we've had issues when multiple players try to reconnect 
to our mod's servers at the same time... And the solution, for about a decade, 
was to delay their reconnection, simply by having the server send the client a 
disconnect, some waits, and a retry command. Worked just fine...
 
But now that Steam Pipe is here, the retry command is illegal to send to 
clients. I thought of exec'ing a special cfg file on patched clients instead, 
but exec is also illegal command. (Which seems silly, given that the server can 
send any number of commands to make your game unplayable. Hell, with client.dll 
commands, we could delete your Windows system folder, re-write your registry, 
or crash your system any number of ways, if we wanted to... But gods forbid we 
send a retry command.)
 
So I'm wondering how we could go about adding a command to do a disconnect 
followed by a delayed reconnect. Hopefully something as simple as having the 
client send commands to his own console - and hopefully not something so hacky 
as grabbing the process ID and sending keyboard commands to it.
 
Thanks in advance for any advice you can provide,
- Thothie

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Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-12 Thread Adam amckern McKern
How do you know the last IP - this would cause more overhead as your going to 
need to store the IP/Port in an array


 
Sincerely 
Adam McKern
KAP Candidate for Mitchel (Castle Hill)




 From: james. marchant james.march...@live.com
To: hlcoders@list.valvesoftware.com 
Sent: Monday, 12 August 2013 6:38 PM
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
 


Can you not use connect serverip in place of retry?




Sent from Samsung Mobile


 Original message 
From: Tom Schumann schumann@gmail.com 
Date: 
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc) 



Would it work to send a different command that when called just calls 'retry' 
and whatever else you need to call?



On 10 August 2013 22:16, Saint Thoth (hotmail) st_th...@hotmail.com wrote:

 
For about a decade now, we've had issues when 
multiple players try to reconnect to our mod's servers at the same time... And 
the solution, for about a decade, was to delay their reconnection, simply by 
having the server send the client a disconnect, some waits, and a retry 
command. 
Worked just fine...
 
But now that Steam Pipe is here, the retry command 
is illegal to send to clients. I thought of exec'ing a special cfg file on 
patched clients instead, but exec is also illegal command. (Which seems silly, 
given that the server can send any number of commands to make your game 
unplayable. Hell, with client.dll commands, we could delete your Windows system 
folder, re-write your registry, or crash your system any number of ways, if we 
wanted to... But gods forbid we send a retry command.)
 
So I'm wondering how we could go about adding a 
command to do a disconnect followed by a delayed reconnect. Hopefully something 
as simple as having the client send commands to his own console - and hopefully 
not something so hacky as grabbing the process ID and sending keyboard commands 
to it.
 
Thanks in advance for any advice you can 
provide,
- Thothie
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Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-12 Thread james . marchant
Yes, it's not ideal of course. Off the top of my head I don't know how to 
obtain the server ip and port but shouldn't be too hard. As for the extra 
overhead, I don't think that's an issue for a goldsrc mod. Of course it would 
have to be maintained in a smart manner so it doesn't grow huge... could you 
detail the problem further please? Why do you need to reconnect clients? 


Sent from Samsung Mobile

 Original message 
From: Adam amckern McKern amck...@yahoo.com 
Date:  
To: james.marchant james.march...@live.com,Discussion of Half-Life 
Programming hlcoders@list.valvesoftware.com 
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc) 
 
How do you know the last IP - this would cause more overhead as your going to 
need to store the IP/Port in an array

 
Sincerely
Adam McKern
KAP Candidate for Mitchel (Castle Hill)

From: james. marchant james.march...@live.com
To: hlcoders@list.valvesoftware.com 
Sent: Monday, 12 August 2013 6:38 PM
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

Can you not use connect serverip in place of retry?


Sent from Samsung Mobile



 Original message 
From: Tom Schumann schumann@gmail.com 
Date: 
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
Subject: Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc) 


Would it work to send a different command that when called just calls 'retry' 
and whatever else you need to call?


On 10 August 2013 22:16, Saint Thoth (hotmail) st_th...@hotmail.com wrote:
For about a decade now, we've had issues when multiple players try to reconnect 
to our mod's servers at the same time... And the solution, for about a decade, 
was to delay their reconnection, simply by having the server send the client a 
disconnect, some waits, and a retry command. Worked just fine...
 
But now that Steam Pipe is here, the retry command is illegal to send to 
clients. I thought of exec'ing a special cfg file on  patched clients instead, 
but exec is also illegal command. (Which seems silly, given that the server can 
send any number of commands to make your game unplayable. Hell, with client.dll 
commands, we could delete your Windows system  folder, re-write your registry, 
or crash your system any number of ways, if we wanted to... But gods forbid we 
send a retry command.)
 
So I'm wondering how we could go about adding a command to do a disconnect 
followed by a delayed reconnect. Hopefully something as simple as having the 
client send commands to his own console - and hopefully not something so hacky 
as grabbing the process ID and sending keyboard commands to it.
 
Thanks in advance for any advice you can provide,
- Thothie

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Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-12 Thread amckern
Why not add a ban to the black list for the amount of time you wish the client 
to be disconnected and change the response text from you have been banned to 
your unable to reconnect to this server at the moment?



Sent from Windows Mail



From: Saint Thoth (hotmail)
Sent: ‎Monday‎, ‎August‎ ‎12‎, ‎2013 ‎11‎:‎07‎ ‎PM
To: hlcoders@list.valvesoftware.com

Can you not use connect serverip in place of retry?
There's no dependable method of acquiring the external IP provided by the 
SDK, and I can't think of a sure fire dependable way to do it myself.

Would it work to send a different command that when called just calls 
'retry' and whatever else you need to call?
The Retry command is engine side, thus there's no way to redefine the 
command that I can figure. Batching it with other commands doesn't work, and 
as I mentioned, exec is blocked as well. Both commands are blocked engine 
side, so there's no way to remove the block. (This is what you get when you 
work with a closed source engine that gets random updates.)

Why do you need to reconnect clients??
Decade old code with a dozen different hands in it has resulted in a few 
issues we can't readily track down. Too many clients reconnecting before the 
server has a chance to initialize the map tends to result in a Memory 
Deallocation Error. If the server has time to finish initiating the map 
first, by temporarily disconnecting the clients, it's fine. I could think of 
other reasons you'd need access these commands though. (And again, as a 
security precaution it's useless, as there are FAR worse things you can do 
to a client - not just to his game, but to his entire OS.)

Possible Solution:
I think I've found a way to send console commands from the client's own 
console... I can probably redirect CLIENT_COMMAND define to a client.dll msg 
that it can pick up, and do something like this:

gEngfuncs.pfnClientCmd(sTemp);

Stupidly annoying that we should have to do this, but as it isn't something 
that's done often, the tiny bit of extra overhead shouldn't be a problem.

- Thothie 


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[hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-11 Thread Saint Thoth (hotmail)
For about a decade now, we've had issues when multiple players try to reconnect 
to our mod's servers at the same time... And the solution, for about a decade, 
was to delay their reconnection, simply by having the server send the client a 
disconnect, some waits, and a retry command. Worked just fine...

But now that Steam Pipe is here, the retry command is illegal to send to 
clients. I thought of exec'ing a special cfg file on patched clients instead, 
but exec is also illegal command. (Which seems silly, given that the server can 
send any number of commands to make your game unplayable. Hell, with client.dll 
commands, we could delete your Windows system folder, re-write your registry, 
or crash your system any number of ways, if we wanted to... But gods forbid we 
send a retry command.)

So I'm wondering how we could go about adding a command to do a disconnect 
followed by a delayed reconnect. Hopefully something as simple as having the 
client send commands to his own console - and hopefully not something so hacky 
as grabbing the process ID and sending keyboard commands to it.

Thanks in advance for any advice you can provide,
- Thothie___
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