RE: [hlcoders] UserMsg 57..... ?

2004-05-28 Thread voogru
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
 
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Re: [hlcoders] UserMsg 57..... ?

2004-05-27 Thread tei
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
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Re: [hlcoders] UserMsg 57..... ?

2004-05-27 Thread peter
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:
 

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RE: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread peter
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


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RE: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Adam \amckern\ Mckern
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





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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Ben Banfield
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


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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread tei
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.

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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Jeffrey \botman\ Broome
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
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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Ben Banfield
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
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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Ben Banfield
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
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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Jeffrey \botman\ Broome
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
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RE: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Cale Dunlap
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

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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Ben Banfield
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
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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Tom Grim
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
 
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 view the list archives,
  please visit:
 

http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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Re: [hlcoders] UserMsg 57..... ?

2004-05-25 Thread Ben Banfield
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

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RE: [hlcoders] UserMsg 57..... ?

2004-05-25 Thread Cale Dunlap
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


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[hlcoders] UserMsg 57..... ?

2004-05-23 Thread Cale Dunlap
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
--



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RE: [hlcoders] UserMsg 57..... ?

2004-05-23 Thread 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

 -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
 --



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