Have you tried a packet sniffer like wireshark on the server to check if the server sends a second packet after it fills the first? You might also want to test on Ethernet with larger MTUs to see if you notice a problem. The MTU size could even be a coincidence
Simon > On 27/11/2009, at 8:22 PM, Kaspars <kasp...@micro.lv> wrote: > > Nice suggestion, however this has nothing to do with my net connection, >> because I have tested it on several different machines with different OS >> and >> different network connections. Any other gameserver that responds to rules >> query does work correctly no matter how long is the response... However >> TF2 >> servers do not split the resulting packet. Even the game-monitor.comreports >> less rules than expected... I just took the #1 TF2 server from >> gametracker.com and looked it up in the game-monitor.com and then I >> checked >> with my output... the query reports that there are 109 rules however I can >> get only the first 61 because the packet gets truncated. Game-monitor does >> fetch the same ~60 rules I did, but that's WRONG. Check it out for >> yourself: >> http://tinyurl.lv/LqnQe >> >> 2009/11/26 Arg! <chillic...@gmail.com> >> >> Have you tried testing this on a different environment/net connection? >>> >>> I had a similar problem with one specific code library but the problem >>> turned out to be a combination of that and my MTU setting. >>> >>> On Thu, Nov 26, 2009 at 11:20 PM, Kaspars <kasp...@micro.lv> wrote: >>> >>> Hi, >>>> >>>> I have released some time ago a tool to query source and goldsource >>>> >>> servers >>> >>>> from command line. It is a lightweight and similar to qstat. You can >>>> >>> fetch >>> >>>> general server information (hostname, map and player count), players and >>>> server rules. It has support for split packet and bzip2 packet handling. >>>> You >>>> can get the source here: https://sourceforge.net/projects/theqtool/ . >>>> Feedback will be appreciated. >>>> >>>> However, I have still an issue with A2S_RULES handling. I have posted >>>> >>> this >>> >>>> already some time ago on this list without any replies. The rules >>>> >>> response >>> >>>> from TF2 servers gets truncated if it exceeds 1260 bytes. I have tested >>>> this >>>> with several tools including HLSW. This can be easily verified, just >>>> open >>>> up >>>> gametracker, filter out some TF2 servers and try getting rules from them >>>> >>> in >>> >>>> HLSW. If the packet is big enough (1260+ bytes) it will be truncated. >>>> >>> Seems >>> >>>> like L4D and L4D2 servers are not affected so nobody cares... >>>> >>>> Cheers, >>>> Kaspars >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >>>> >>>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >>> >>> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux