Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
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___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders