Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-12 Thread Dominik Tugend

Hello,

thank you very much for this update, because this allows some interesting
and usefull extensions to plugins for league servers to ensure that cvar
values are in range of the values that are allowed (instead of forcing
values what could be circumvented).
But I wonder if cvars like rcon_password and so on will stay protected
like they seem to be when you use the cvarlist command?

Greetings and sorry for my bad English
Dominik

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Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-12 Thread David Anderson

Well, that doesn't make much sense.  Despite the fact that Florian will
kill me if I bump the API version again ;] I really think this is a
problem the Engine itself should take care of.  Metamod is only a
wrapper.  We can't solve (easily) the fact that you don't know if the
query fails or what cvar the query returns.

Nonetheless, Jussi Kivillina and I will come up with something...

P.S. to the person who said this would be good for leagues -- yes, at @
esportsea we've been waiting for something like this.  Just note that
since there's no general clcvar change callback, you'll have to query
every few seconds or so, which might generate unnecessary traffic.

   ---David BAILOPAN Anderson
   http://www.sourcemod.net/
   http://www.sourcemm.net/

Alfred Reynolds wrote:

You can use MetaMod to provide this de-confliction layer if you need it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Thursday, August 11, 2005 9:46 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: [hlds_apps]
New engine API for CVAR queries



Wouldn't it be better to have:

void(*pfnCvarValue)( const edict_t *pEnt, const char *cvar, const
char *value );

Instead?  In a multi-plugin system, it's easily conceivable you could
have more than one cvar request at a time.  The specification doesn't
say whether requests are stacked or if one request overwrites the
last... but either way, your callback won't know which cvar it's
getting information for.  If I'm wrong here, please clarify for me :)

   ---David BAILOPAN Anderson
   http://www.sourcemod.net/
   http://www.sourcemm.net/

Alfred Reynolds wrote:


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Thursday, August 11, 2005 3:06 PM To:
hlds_apps@list.valvesoftware.com; Zeph; Ruiner Subject: [hlds_apps]
New engine API for CVAR queries




With the Half-Life 1: Engine release today we added a new API
function to allow a game server to query the value of clients
CVAR settings.

There was a new function added to the end of enginefuncs_t:
void (*pfnQueryClientCvarValue)( const edict_t *player, const


char



*cvarName );

Calling this function requests the value of cvarName from player.
The result is returned via a callback from NEW_DLL_FUNCTIONS,
here is the complete NEW_DLL_FUNCTIONS definition:

typedef struct
{
// Called right before the object's memory is freed.// Calls
its destructor. void


(*pfnOnFreeEntPrivateData)(edict_t


*pEnt);
void(*pfnGameShutdown)(void);
int (*pfnShouldCollide)( edict_t
*pentTouched, edict_t *pentOther );
void(*pfnCvarValue)( const edict_t *pEnt,
const char *value );
} NEW_DLL_FUNCTIONS;

When the client responds to the cvar request you will get a
callback to pfnCvarValue() with the edict of the player who is
responding and the cvars values.

This interface is implemented using a new server engine to client
engine network command (so there will be some delay from the
request to the response).  This new network protocol has NOT been
versioned (to minimise the impact of its release), if you wish to
use it you must make sure your users have an updated server
before they try to use it.

- Alfred


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[hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-11 Thread Alfred Reynolds
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Thursday, August 11, 2005 3:06 PM To:
hlds_apps@list.valvesoftware.com; Zeph; Ruiner Subject: [hlds_apps] New
engine API for CVAR queries

 With the Half-Life 1: Engine release today we added a new API
 function to allow a game server to query the value of clients CVAR
 settings.

 There was a new function added to the end of enginefuncs_t:
   void (*pfnQueryClientCvarValue)( const edict_t *player, const
char
 *cvarName );

 Calling this function requests the value of cvarName from player. The
 result is returned via a callback from NEW_DLL_FUNCTIONS, here is the
 complete NEW_DLL_FUNCTIONS definition:

 typedef struct
 {
   // Called right before the object's memory is freed.
   // Calls its destructor.
   void(*pfnOnFreeEntPrivateData)(edict_t
 *pEnt);
   void(*pfnGameShutdown)(void);
   int (*pfnShouldCollide)( edict_t
 *pentTouched, edict_t *pentOther );
   void(*pfnCvarValue)( const edict_t *pEnt,
 const char *value );
 } NEW_DLL_FUNCTIONS;

 When the client responds to the cvar request you will get a callback
 to
 pfnCvarValue() with the edict of the player who is responding and the
 cvars values.

 This interface is implemented using a new server engine to client
 engine network command (so there will be some delay from the request
 to the response).  This new network protocol has NOT been versioned
 (to minimise the impact of its release), if you wish to use it you
 must make sure your users have an updated server before they try to
 use it.

 - Alfred


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Re: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-11 Thread David Anderson

Wouldn't it be better to have:

void(*pfnCvarValue)( const edict_t *pEnt, const char *cvar, const char
*value );

Instead?  In a multi-plugin system, it's easily conceivable you could
have more than one cvar request at a time.  The specification doesn't
say whether requests are stacked or if one request overwrites the
last... but either way, your callback won't know which cvar it's getting
information for.  If I'm wrong here, please clarify for me :)

   ---David BAILOPAN Anderson
   http://www.sourcemod.net/
   http://www.sourcemm.net/

Alfred Reynolds wrote:

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Thursday, August 11, 2005 3:06 PM To:
hlds_apps@list.valvesoftware.com; Zeph; Ruiner Subject: [hlds_apps] New
engine API for CVAR queries



With the Half-Life 1: Engine release today we added a new API
function to allow a game server to query the value of clients CVAR
settings.

There was a new function added to the end of enginefuncs_t:
void (*pfnQueryClientCvarValue)( const edict_t *player, const


char


*cvarName );

Calling this function requests the value of cvarName from player. The
result is returned via a callback from NEW_DLL_FUNCTIONS, here is the
complete NEW_DLL_FUNCTIONS definition:

typedef struct
{
// Called right before the object's memory is freed.
// Calls its destructor.
void(*pfnOnFreeEntPrivateData)(edict_t
*pEnt);
void(*pfnGameShutdown)(void);
int (*pfnShouldCollide)( edict_t
*pentTouched, edict_t *pentOther );
void(*pfnCvarValue)( const edict_t *pEnt,
const char *value );
} NEW_DLL_FUNCTIONS;

When the client responds to the cvar request you will get a callback
to
pfnCvarValue() with the edict of the player who is responding and the
cvars values.

This interface is implemented using a new server engine to client
engine network command (so there will be some delay from the request
to the response).  This new network protocol has NOT been versioned
(to minimise the impact of its release), if you wish to use it you
must make sure your users have an updated server before they try to
use it.

- Alfred


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RE: [hlcoders] FW: [hlds_apps] New engine API for CVAR queries

2005-08-11 Thread Alfred Reynolds
You can use MetaMod to provide this de-confliction layer if you need it.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Thursday, August 11, 2005 9:46 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: [hlds_apps]
New engine API for CVAR queries

 Wouldn't it be better to have:

 void  (*pfnCvarValue)( const edict_t *pEnt, const char *cvar, const
 char *value );

 Instead?  In a multi-plugin system, it's easily conceivable you could
 have more than one cvar request at a time.  The specification doesn't
 say whether requests are stacked or if one request overwrites the
 last... but either way, your callback won't know which cvar it's
 getting information for.  If I'm wrong here, please clarify for me :)

 ---David BAILOPAN Anderson
 http://www.sourcemod.net/
 http://www.sourcemm.net/

 Alfred Reynolds wrote:
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
  Reynolds Sent: Thursday, August 11, 2005 3:06 PM To:
  hlds_apps@list.valvesoftware.com; Zeph; Ruiner Subject: [hlds_apps]
  New engine API for CVAR queries
 
 
   With the Half-Life 1: Engine release today we added a new API
   function to allow a game server to query the value of clients
   CVAR settings.
  
   There was a new function added to the end of enginefuncs_t:
 void (*pfnQueryClientCvarValue)( const edict_t *player, const
 
  char
 
   *cvarName );
  
   Calling this function requests the value of cvarName from player.
   The result is returned via a callback from NEW_DLL_FUNCTIONS,
   here is the complete NEW_DLL_FUNCTIONS definition:
  
   typedef struct
   {
 // Called right before the object's memory is freed.// Calls
 its destructor. void
(*pfnOnFreeEntPrivateData)(edict_t
   *pEnt);
 void(*pfnGameShutdown)(void);
 int (*pfnShouldCollide)( edict_t
   *pentTouched, edict_t *pentOther );
 void(*pfnCvarValue)( const edict_t *pEnt,
   const char *value );
   } NEW_DLL_FUNCTIONS;
  
   When the client responds to the cvar request you will get a
   callback to pfnCvarValue() with the edict of the player who is
   responding and the cvars values.
  
   This interface is implemented using a new server engine to client
   engine network command (so there will be some delay from the
   request to the response).  This new network protocol has NOT been
   versioned (to minimise the impact of its release), if you wish to
   use it you must make sure your users have an updated server
   before they try to use it.
  
   - Alfred
  
  
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