RE: [hlcoders] UserMsg 57..... ?
From what I experienced, not everyone gets dropped, at least on my server. Only a seemingly random amount of players are dropped. I get the classic drops that are in the ready room, but I also get several clients dropping during a game as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Sent: Thursday, May 27, 2004 4:25 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? In NS everyone in the server gets dropped. But it only happens in the Ready Room, which is when everyone in the game returns to one room at the end of the round. So it still could be pvs/pas related. Peter. Tom Grim wrote: If I recall correctly, yes, everyone on the NS server dropped. This occured a lot back in the playtesting when steam started. I'm unsure if Charlie has determined what caused it, but the last post he made here mentioning it said that he wasn't 100% sure it was cleared up. Unfortunately, I only have access to Charlie's betas as a playtester and not the code, so I can't confirm anything. However, I must say that multiple people dropping appears to be a side-effect of it. --- Ben Banfield [EMAIL PROTECTED] wrote: I have this behaviour. I have never seen it drop everyone. This led me into thinking it could be a pvs/pas message for a while or broadcast as that goes to unreliable iirc. 50% was me being lazy writing. However, iirc ns drops all however i'm not sure. Cale Dunlap wrote: When it happens in FA its completely random, it does not discriminate between teams and such, and no its not always 50% of the players, sometimes only 3 to 5 on a 28 player server will drop, sometimes 20 will drop. They all drop at the same time too. -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, May 26, 2004 2:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? Ben Banfield wrote: Sorry for the double post but I've come off like I'm flaming people and valve. Thats not what I've been trying to do. I'm simply a bit exasperated and am just looking for more information to hunt this down or for this bug to not cause half the clients on the server to quit. Hmmm, that might be useful (half the clients on the server quit). Does this happen to several clients at the same time? I know it's probably hard to tell, but do people on the server see 50% of the players suddenly go away? If so, then that might help to track it down. If it's a teamplay MOD are all of those players on the same team? Adding some stats tracking debug code to the server could help to identify when this happens. Perhaps you can log (in memory) what's currently happening for each player (in a circular buffer in memory) and when you see a large number of players suddenly disappear from the server, dump this log of data to a text file. Then you can go back and look at what network messages had been recently sent or what type of activity was occuring when a large number of players suddenly disappeared. P.S. I don't think it sounded like you were flaming anyone. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
random id? 1 2 fail 3 fail 4 5 fail 6 or not? 1 2 3 4 fail 5 fail 6 fail Tom Grim wrote: If I recall correctly, yes, everyone on the NS server dropped. This occured a lot back in the playtesting when steam started. I'm unsure if Charlie has determined what caused it, but the last post he made here mentioning it said that he wasn't 100% sure it was cleared up. Unfortunately, I only have access to Charlie's betas as a playtester and not the code, so I can't confirm anything. However, I must say that multiple people dropping appears to be a side-effect of it. --- Ben Banfield [EMAIL PROTECTED] wrote: I have this behaviour. I have never seen it drop everyone. This led me into thinking it could be a pvs/pas message for a while or broadcast as that goes to unreliable iirc. 50% was me being lazy writing. However, iirc ns drops all however i'm not sure. Cale Dunlap wrote: When it happens in FA its completely random, it does not discriminate between teams and such, and no its not always 50% of the players, sometimes only 3 to 5 on a 28 player server will drop, sometimes 20 will drop. They all drop at the same time too. -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, May 26, 2004 2:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? Ben Banfield wrote: Sorry for the double post but I've come off like I'm flaming people and valve. Thats not what I've been trying to do. I'm simply a bit exasperated and am just looking for more information to hunt this down or for this bug to not cause half the clients on the server to quit. Hmmm, that might be useful (half the clients on the server quit). Does this happen to several clients at the same time? I know it's probably hard to tell, but do people on the server see 50% of the players suddenly go away? If so, then that might help to track it down. If it's a teamplay MOD are all of those players on the same team? Adding some stats tracking debug code to the server could help to identify when this happens. Perhaps you can log (in memory) what's currently happening for each player (in a circular buffer in memory) and when you see a large number of players suddenly disappear from the server, dump this log of data to a text file. Then you can go back and look at what network messages had been recently sent or what type of activity was occuring when a large number of players suddenly disappeared. P.S. I don't think it sounded like you were flaming anyone. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
In NS everyone in the server gets dropped. But it only happens in the Ready Room, which is when everyone in the game returns to one room at the end of the round. So it still could be pvs/pas related. Peter. Tom Grim wrote: If I recall correctly, yes, everyone on the NS server dropped. This occured a lot back in the playtesting when steam started. I'm unsure if Charlie has determined what caused it, but the last post he made here mentioning it said that he wasn't 100% sure it was cleared up. Unfortunately, I only have access to Charlie's betas as a playtester and not the code, so I can't confirm anything. However, I must say that multiple people dropping appears to be a side-effect of it. --- Ben Banfield [EMAIL PROTECTED] wrote: I have this behaviour. I have never seen it drop everyone. This led me into thinking it could be a pvs/pas message for a while or broadcast as that goes to unreliable iirc. 50% was me being lazy writing. However, iirc ns drops all however i'm not sure. Cale Dunlap wrote: When it happens in FA its completely random, it does not discriminate between teams and such, and no its not always 50% of the players, sometimes only 3 to 5 on a 28 player server will drop, sometimes 20 will drop. They all drop at the same time too. -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, May 26, 2004 2:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? Ben Banfield wrote: Sorry for the double post but I've come off like I'm flaming people and valve. Thats not what I've been trying to do. I'm simply a bit exasperated and am just looking for more information to hunt this down or for this bug to not cause half the clients on the server to quit. Hmmm, that might be useful (half the clients on the server quit). Does this happen to several clients at the same time? I know it's probably hard to tell, but do people on the server see 50% of the players suddenly go away? If so, then that might help to track it down. If it's a teamplay MOD are all of those players on the same team? Adding some stats tracking debug code to the server could help to identify when this happens. Perhaps you can log (in memory) what's currently happening for each player (in a circular buffer in memory) and when you see a large number of players suddenly disappear from the server, dump this log of data to a text file. Then you can go back and look at what network messages had been recently sent or what type of activity was occuring when a large number of players suddenly disappeared. P.S. I don't think it sounded like you were flaming anyone. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] UserMsg 57..... ?
There seems to be quite a lot of different reasons for this occuring with it happpening in many mods to everyone on the server at the same time, and also to individuals with weird routers. But why is it always UserMsg 57? I think the only person who can answer this is someone at valve by looking up their source code. With it being a problem in many mods it would be time well spent. If its happening for different reasons, then perhaps some more specific error messages might be useful too. Peter. Quoting McCormack, Chris [EMAIL PROTECTED]: check the hlmappers fourm. This msg is related to dodgy firmware in certain routers. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Cale Dunlap Sent: 26 May 2004 06:09 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] UserMsg 57. ? I'd check for messages being sent a LOT at the same time (Think functions especially). It seems as though this '57' deal had something do with overflows. I was doing checks and junk in the Think function of our game rules for when a server changed a cvar (allow_spectators, mp_specteam, etc) and found that if I just moved those to the InitHUD function it stops (or at least lessens) the players from being dropped. It has its downsides though, because now for everybody to get the new cvar value the server has to either be restarted or every player has to reconnect (since its in the InitHUD function). -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Banfield Sent: Tuesday, May 25, 2004 6:08 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? Its not just FA and NS that have had this. My mod, BG has had it (and still does) and i remember Kuja saying DPB had it too. Is it possible this is a steam or sdk bug as the chance of 4 wildly different mods causing the same error are extremely low imho. If we we're mismatching wouldn't we be having different usermsg number's each time ( or am I misunderstanding something here ). I'd love to see a resolution to this as well. Thanks Ben Cale Dunlap wrote: Oh. Crap. Ok, I'll check out all the messages and make sure they're parsed correctly. Thanks Alfred! -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, May 24, 2004 12:43 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] UserMsg 57. ? There is no usermsg 57, the engine defined ones stop at 56 (and mod created ones start at 64). Sounds like you are corrupting your network steam (by mismatching what the server sends and how the client parses it typically). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap Sent: Sunday, May 23, 2004 5:26 PM To: [EMAIL PROTECTED] Subject: [hlcoders] UserMsg 57. ? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What is UserMsg #57. I've determined it to be within the engine.. Its causing crashes in FA right now and I'm having a difficult time figuring out why. If I can find out what the message contains I can probably figure out where its being sent from. The error steam has been giving is UserMsg 57 not present on client. Valve guys help out pzl? *puppy dog face* -Cale ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
RE: [hlcoders] UserMsg 57..... ?
I think that has been talked about, but mayb not looked into Quote from lower down On Behalf Of Alfred Reynolds There is no usermsg 57, the engine defined ones stop at 56 (and mod created ones start at 64). Sounds like you are corrupting your network steam (by mismatching what the server sends and how the client parses it typically). - Alfred --- [EMAIL PROTECTED] wrote: There seems to be quite a lot of different reasons for this occuring with it happpening in many mods to everyone on the server at the same time, and also to individuals with weird routers. But why is it always UserMsg 57? I think the only person who can answer this is someone at valve by looking up their source code. With it being a problem in many mods it would be time well spent. If its happening for different reasons, then perhaps some more specific error messages might be useful too. Peter. = hl2hosting.com AIM SN - amaperman __ Do you Yahoo!? Friends. Fun. Try the all-new Yahoo! Messenger. http://messenger.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
There is an interesting thread on thewavelength regarding an error like this ( usermsg 67 ). http://forums.thewavelength.net/index.php?showtopic=10455hl=usermsgst=15 It seems to suggest that it isn't about us sending a msg which got regged with number 57, as that gives a different error (UserMsg: No pfn craptest 95). My own logging of messages concurs with that, as i've never managed to catch a msg sending 57 as the msg id (this was using a technique botman mentioned back last october). This morning I tried to reproduce the bug along mazor's line of thinking (overflowing), by sending a mass of cvars and messages per frame, but all I got was a lot of lag and compressing split packets. Bar a router, which at the point in time I don't particually want to accept, I think we need to find a method for reproducing this. Ben Adam amckern Mckern wrote: I think that has been talked about, but mayb not looked into Quote from lower down On Behalf Of Alfred Reynolds There is no usermsg 57, the engine defined ones stop at 56 (and mod created ones start at 64). Sounds like you are corrupting your network steam (by mismatching what the server sends and how the client parses it typically). - Alfred --- [EMAIL PROTECTED] wrote: There seems to be quite a lot of different reasons for this occuring with it happpening in many mods to everyone on the server at the same time, and also to individuals with weird routers. But why is it always UserMsg 57? I think the only person who can answer this is someone at valve by looking up their source code. With it being a problem in many mods it would be time well spent. If its happening for different reasons, then perhaps some more specific error messages might be useful too. Peter. = hl2hosting.com AIM SN - amaperman __ Do you Yahoo!? Friends. Fun. Try the all-new Yahoo! Messenger. http://messenger.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
Humm... call me naive but... I suggest to create a dummy usermsg 57 that catch and try to fix network stream corruptions (TCP packets assembling errors?) A aproach can be to ignore the full frame (posible?).. well.. that its better than crash or unconnect Ben Banfield wrote: There is an interesting thread on thewavelength regarding an error like this ( usermsg 67 ). http://forums.thewavelength.net/index.php?showtopic=10455hl=usermsgst=15 It seems to suggest that it isn't about us sending a msg which got regged with number 57, as that gives a different error (UserMsg: No pfn craptest 95). My own logging of messages concurs with that, as i've never managed to catch a msg sending 57 as the msg id (this was using a technique botman mentioned back last october). This morning I tried to reproduce the bug along mazor's line of thinking (overflowing), by sending a mass of cvars and messages per frame, but all I got was a lot of lag and compressing split packets. Bar a router, which at the point in time I don't particually want to accept, I think we need to find a method for reproducing this. Ben Adam amckern Mckern wrote: I think that has been talked about, but mayb not looked into Quote from lower down On Behalf Of Alfred Reynolds There is no usermsg 57, the engine defined ones stop at 56 (and mod created ones start at 64). Sounds like you are corrupting your network steam (by mismatching what the server sends and how the client parses it typically). - Alfred --- [EMAIL PROTECTED] wrote: There seems to be quite a lot of different reasons for this occuring with it happpening in many mods to everyone on the server at the same time, and also to individuals with weird routers. But why is it always UserMsg 57? I think the only person who can answer this is someone at valve by looking up their source code. With it being a problem in many mods it would be time well spent. If its happening for different reasons, then perhaps some more specific error messages might be useful too. Peter. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
tei wrote: Humm... call me naive but... I suggest to create a dummy usermsg 57 that catch and try to fix network stream corruptions (TCP packets assembling errors?) A aproach can be to ignore the full frame (posible?).. well.. that its better than crash or unconnect As Alfred stated earlier, network messages below 64 are created, sent and intercepted by the engine (server side and client side). The MOD code has no access to these network message (it can't parse them, it can't intercept them, and it can't change them). If there is a generic engine problem or a generic networking problem (routers, firewalls, etc.) you would see lots of reports of this error in Valve MODs (deathmatch, TFC, CS, and DoD). If there aren't significant reports of this error occuring in Valve MODs, but there are significant reports of this error occuring in non-Valve MODs, then I would tend to believe that the non-Valve MOD code is at fault (and not the engine or the network). I realize this doesn't help track down what the problem is, but it would help to identify who or what is at fault. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
Good point and I would agree with you if it was just one mod or even two. But we're talking about 50% of the 10 top 3rd party mods on steam (I just searched and saw the specialists have it as well). I also can't find an occurrence of usermsg 57 before the steam time period. We could be collectively be doing something wrong, but at the moment its unreproducible for most users, its cryptic and doesn't give us any more info to try and track it down. We're all stabbing the dark here as can be seen from the wide variety of possible causes/solutions on the subject. Could it be also possible that a lack of valve features could be causing it, e.g. not having vac causes this in certain circumstances. Again this is only conjecture, but having been trying to pin this down since the first report of this in November for me is trying. Ben Jeffrey botman Broome wrote: tei wrote: Humm... call me naive but... I suggest to create a dummy usermsg 57 that catch and try to fix network stream corruptions (TCP packets assembling errors?) A aproach can be to ignore the full frame (posible?).. well.. that its better than crash or unconnect As Alfred stated earlier, network messages below 64 are created, sent and intercepted by the engine (server side and client side). The MOD code has no access to these network message (it can't parse them, it can't intercept them, and it can't change them). If there is a generic engine problem or a generic networking problem (routers, firewalls, etc.) you would see lots of reports of this error in Valve MODs (deathmatch, TFC, CS, and DoD). If there aren't significant reports of this error occuring in Valve MODs, but there are significant reports of this error occuring in non-Valve MODs, then I would tend to believe that the non-Valve MOD code is at fault (and not the engine or the network). I realize this doesn't help track down what the problem is, but it would help to identify who or what is at fault. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
Sorry for the double post but I've come off like I'm flaming people and valve. Thats not what I've been trying to do. I'm simply a bit exasperated and am just looking for more information to hunt this down or for this bug to not cause half the clients on the server to quit. Sorry Ben Ben Banfield wrote: Good point and I would agree with you if it was just one mod or even two. But we're talking about 50% of the 10 top 3rd party mods on steam (I just searched and saw the specialists have it as well). I also can't find an occurrence of usermsg 57 before the steam time period. We could be collectively be doing something wrong, but at the moment its unreproducible for most users, its cryptic and doesn't give us any more info to try and track it down. We're all stabbing the dark here as can be seen from the wide variety of possible causes/solutions on the subject. Could it be also possible that a lack of valve features could be causing it, e.g. not having vac causes this in certain circumstances. Again this is only conjecture, but having been trying to pin this down since the first report of this in November for me is trying. Ben Jeffrey botman Broome wrote: tei wrote: Humm... call me naive but... I suggest to create a dummy usermsg 57 that catch and try to fix network stream corruptions (TCP packets assembling errors?) A aproach can be to ignore the full frame (posible?).. well.. that its better than crash or unconnect As Alfred stated earlier, network messages below 64 are created, sent and intercepted by the engine (server side and client side). The MOD code has no access to these network message (it can't parse them, it can't intercept them, and it can't change them). If there is a generic engine problem or a generic networking problem (routers, firewalls, etc.) you would see lots of reports of this error in Valve MODs (deathmatch, TFC, CS, and DoD). If there aren't significant reports of this error occuring in Valve MODs, but there are significant reports of this error occuring in non-Valve MODs, then I would tend to believe that the non-Valve MOD code is at fault (and not the engine or the network). I realize this doesn't help track down what the problem is, but it would help to identify who or what is at fault. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
Ben Banfield wrote: Sorry for the double post but I've come off like I'm flaming people and valve. Thats not what I've been trying to do. I'm simply a bit exasperated and am just looking for more information to hunt this down or for this bug to not cause half the clients on the server to quit. Hmmm, that might be useful (half the clients on the server quit). Does this happen to several clients at the same time? I know it's probably hard to tell, but do people on the server see 50% of the players suddenly go away? If so, then that might help to track it down. If it's a teamplay MOD are all of those players on the same team? Adding some stats tracking debug code to the server could help to identify when this happens. Perhaps you can log (in memory) what's currently happening for each player (in a circular buffer in memory) and when you see a large number of players suddenly disappear from the server, dump this log of data to a text file. Then you can go back and look at what network messages had been recently sent or what type of activity was occuring when a large number of players suddenly disappeared. P.S. I don't think it sounded like you were flaming anyone. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] UserMsg 57..... ?
When it happens in FA its completely random, it does not discriminate between teams and such, and no its not always 50% of the players, sometimes only 3 to 5 on a 28 player server will drop, sometimes 20 will drop. They all drop at the same time too. -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, May 26, 2004 2:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? Ben Banfield wrote: Sorry for the double post but I've come off like I'm flaming people and valve. Thats not what I've been trying to do. I'm simply a bit exasperated and am just looking for more information to hunt this down or for this bug to not cause half the clients on the server to quit. Hmmm, that might be useful (half the clients on the server quit). Does this happen to several clients at the same time? I know it's probably hard to tell, but do people on the server see 50% of the players suddenly go away? If so, then that might help to track it down. If it's a teamplay MOD are all of those players on the same team? Adding some stats tracking debug code to the server could help to identify when this happens. Perhaps you can log (in memory) what's currently happening for each player (in a circular buffer in memory) and when you see a large number of players suddenly disappear from the server, dump this log of data to a text file. Then you can go back and look at what network messages had been recently sent or what type of activity was occuring when a large number of players suddenly disappeared. P.S. I don't think it sounded like you were flaming anyone. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
I have this behaviour. I have never seen it drop everyone. This led me into thinking it could be a pvs/pas message for a while or broadcast as that goes to unreliable iirc. 50% was me being lazy writing. However, iirc ns drops all however i'm not sure. Cale Dunlap wrote: When it happens in FA its completely random, it does not discriminate between teams and such, and no its not always 50% of the players, sometimes only 3 to 5 on a 28 player server will drop, sometimes 20 will drop. They all drop at the same time too. -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, May 26, 2004 2:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? Ben Banfield wrote: Sorry for the double post but I've come off like I'm flaming people and valve. Thats not what I've been trying to do. I'm simply a bit exasperated and am just looking for more information to hunt this down or for this bug to not cause half the clients on the server to quit. Hmmm, that might be useful (half the clients on the server quit). Does this happen to several clients at the same time? I know it's probably hard to tell, but do people on the server see 50% of the players suddenly go away? If so, then that might help to track it down. If it's a teamplay MOD are all of those players on the same team? Adding some stats tracking debug code to the server could help to identify when this happens. Perhaps you can log (in memory) what's currently happening for each player (in a circular buffer in memory) and when you see a large number of players suddenly disappear from the server, dump this log of data to a text file. Then you can go back and look at what network messages had been recently sent or what type of activity was occuring when a large number of players suddenly disappeared. P.S. I don't think it sounded like you were flaming anyone. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
If I recall correctly, yes, everyone on the NS server dropped. This occured a lot back in the playtesting when steam started. I'm unsure if Charlie has determined what caused it, but the last post he made here mentioning it said that he wasn't 100% sure it was cleared up. Unfortunately, I only have access to Charlie's betas as a playtester and not the code, so I can't confirm anything. However, I must say that multiple people dropping appears to be a side-effect of it. --- Ben Banfield [EMAIL PROTECTED] wrote: I have this behaviour. I have never seen it drop everyone. This led me into thinking it could be a pvs/pas message for a while or broadcast as that goes to unreliable iirc. 50% was me being lazy writing. However, iirc ns drops all however i'm not sure. Cale Dunlap wrote: When it happens in FA its completely random, it does not discriminate between teams and such, and no its not always 50% of the players, sometimes only 3 to 5 on a 28 player server will drop, sometimes 20 will drop. They all drop at the same time too. -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, May 26, 2004 2:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? Ben Banfield wrote: Sorry for the double post but I've come off like I'm flaming people and valve. Thats not what I've been trying to do. I'm simply a bit exasperated and am just looking for more information to hunt this down or for this bug to not cause half the clients on the server to quit. Hmmm, that might be useful (half the clients on the server quit). Does this happen to several clients at the same time? I know it's probably hard to tell, but do people on the server see 50% of the players suddenly go away? If so, then that might help to track it down. If it's a teamplay MOD are all of those players on the same team? Adding some stats tracking debug code to the server could help to identify when this happens. Perhaps you can log (in memory) what's currently happening for each player (in a circular buffer in memory) and when you see a large number of players suddenly disappear from the server, dump this log of data to a text file. Then you can go back and look at what network messages had been recently sent or what type of activity was occuring when a large number of players suddenly disappeared. P.S. I don't think it sounded like you were flaming anyone. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Friends. Fun. Try the all-new Yahoo! Messenger. http://messenger.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMsg 57..... ?
Its not just FA and NS that have had this. My mod, BG has had it (and still does) and i remember Kuja saying DPB had it too. Is it possible this is a steam or sdk bug as the chance of 4 wildly different mods causing the same error are extremely low imho. If we we're mismatching wouldn't we be having different usermsg number's each time ( or am I misunderstanding something here ). I'd love to see a resolution to this as well. Thanks Ben Cale Dunlap wrote: Oh. Crap. Ok, I'll check out all the messages and make sure they're parsed correctly. Thanks Alfred! -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, May 24, 2004 12:43 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] UserMsg 57. ? There is no usermsg 57, the engine defined ones stop at 56 (and mod created ones start at 64). Sounds like you are corrupting your network steam (by mismatching what the server sends and how the client parses it typically). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap Sent: Sunday, May 23, 2004 5:26 PM To: [EMAIL PROTECTED] Subject: [hlcoders] UserMsg 57. ? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What is UserMsg #57. I've determined it to be within the engine.. Its causing crashes in FA right now and I'm having a difficult time figuring out why. If I can find out what the message contains I can probably figure out where its being sent from. The error steam has been giving is UserMsg 57 not present on client. Valve guys help out pzl? *puppy dog face* -Cale ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] UserMsg 57..... ?
I'd check for messages being sent a LOT at the same time (Think functions especially). It seems as though this '57' deal had something do with overflows. I was doing checks and junk in the Think function of our game rules for when a server changed a cvar (allow_spectators, mp_specteam, etc) and found that if I just moved those to the InitHUD function it stops (or at least lessens) the players from being dropped. It has its downsides though, because now for everybody to get the new cvar value the server has to either be restarted or every player has to reconnect (since its in the InitHUD function). -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Banfield Sent: Tuesday, May 25, 2004 6:08 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] UserMsg 57. ? Its not just FA and NS that have had this. My mod, BG has had it (and still does) and i remember Kuja saying DPB had it too. Is it possible this is a steam or sdk bug as the chance of 4 wildly different mods causing the same error are extremely low imho. If we we're mismatching wouldn't we be having different usermsg number's each time ( or am I misunderstanding something here ). I'd love to see a resolution to this as well. Thanks Ben Cale Dunlap wrote: Oh. Crap. Ok, I'll check out all the messages and make sure they're parsed correctly. Thanks Alfred! -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, May 24, 2004 12:43 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] UserMsg 57. ? There is no usermsg 57, the engine defined ones stop at 56 (and mod created ones start at 64). Sounds like you are corrupting your network steam (by mismatching what the server sends and how the client parses it typically). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap Sent: Sunday, May 23, 2004 5:26 PM To: [EMAIL PROTECTED] Subject: [hlcoders] UserMsg 57. ? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What is UserMsg #57. I've determined it to be within the engine.. Its causing crashes in FA right now and I'm having a difficult time figuring out why. If I can find out what the message contains I can probably figure out where its being sent from. The error steam has been giving is UserMsg 57 not present on client. Valve guys help out pzl? *puppy dog face* -Cale ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] UserMsg 57..... ?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What is UserMsg #57. I've determined it to be within the engine.. Its causing crashes in FA right now and I'm having a difficult time figuring out why. If I can find out what the message contains I can probably figure out where its being sent from. The error steam has been giving is UserMsg 57 not present on client. Valve guys help out pzl? *puppy dog face* -Cale -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] UserMsg 57..... ?
There is no usermsg 57, the engine defined ones stop at 56 (and mod created ones start at 64). Sounds like you are corrupting your network steam (by mismatching what the server sends and how the client parses it typically). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap Sent: Sunday, May 23, 2004 5:26 PM To: [EMAIL PROTECTED] Subject: [hlcoders] UserMsg 57. ? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What is UserMsg #57. I've determined it to be within the engine.. Its causing crashes in FA right now and I'm having a difficult time figuring out why. If I can find out what the message contains I can probably figure out where its being sent from. The error steam has been giving is UserMsg 57 not present on client. Valve guys help out pzl? *puppy dog face* -Cale -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders