Why not add a ban to the black list for the amount of time you wish the client
to be disconnected and change the response text from you have been banned to
your unable to reconnect to this server at the moment?
Sent from Windows Mail
From: Saint Thoth (hotmail)
Sent: Monday, August 12, 2013 11:07 PM
To: hlcoders@list.valvesoftware.com
>Can you not use "connect serverip" in place of "retry"?
There's no dependable method of acquiring the external IP provided by the
SDK, and I can't think of a sure fire dependable way to do it myself.
>Would it work to send a different command that when called just calls
>'retry' and whatever else you need to call?
The Retry command is engine side, thus there's no way to redefine the
command that I can figure. Batching it with other commands doesn't work, and
as I mentioned, exec is blocked as well. Both commands are blocked engine
side, so there's no way to remove the block. (This is what you get when you
work with a closed source engine that gets random updates.)
>Why do you need to reconnect clients??
Decade old code with a dozen different hands in it has resulted in a few
issues we can't readily track down. Too many clients reconnecting before the
server has a chance to initialize the map tends to result in a Memory
Deallocation Error. If the server has time to finish initiating the map
first, by temporarily disconnecting the clients, it's fine. I could think of
other reasons you'd need access these commands though. (And again, as a
security precaution it's useless, as there are FAR worse things you can do
to a client - not just to his game, but to his entire OS.)
Possible Solution:
I think I've found a way to send console commands from the client's own
console... I can probably redirect CLIENT_COMMAND define to a client.dll msg
that it can pick up, and do something like this:
gEngfuncs.pfnClientCmd(sTemp);
Stupidly annoying that we should have to do this, but as it isn't something
that's done often, the tiny bit of extra overhead shouldn't be a problem.
- Thothie
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