Re: [ANY] SteamWorks
Are you talking about L4D(2)?
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In any event, unlike forwards, using natives in plugins is impossible without inc files or without declaring them in APLRes forwards. Doesn't this defeat the purpose of *not* having an inc file? |
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However I really don't know if we can access the connection trigger to steam. Quote:
Client is never actually detected connected by server. My guess is that there is some weird thing going on with the lobby reservation. I don't know why but when the server empties out, "something" occurs (I guess that server try to reconnect to steam during hibernation, or at first player connection), and clients can connect again. But having an empty server may take a while if you're relunctant to kick everyone out! When steam works fine this is not really a problem as it occurs usually once in a day, but when steam is overloaded (like right after christmas) server becomes unavailable each 30mn! |
Re: [ANY] SteamWorks
My Steamworks fork for L4D2 -- supports blocking Family Sharing and Free-to-Buy players(BETA)
I've taken it into a bit different direction, changing some sensitive aspects, so I decided that my pull request wouldn't be accepted anyway. Correct me if I'm wrong. I haven't compiled the Windows version so if anyone wants, go ahead. Linux binary: https://github.com/Attano/SteamWorks...aster/binaries Include: https://github.com/Attano/SteamWorks...steamworks.inc Plugin: https://github.com/Attano/SteamWorks...hip_tracker.sp |
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Edit: Done. |
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Besides, the function I'm using wouldn't be able to detect these subscriptions anyway. It can only find AppIDs, which are games themselves or DLC for them. This is not the same as subscription IDs. For the latter, I'd have to detour a Steam validation function and intercept the auth ticket. In L4D2, this proved out to cause quite a number of random crashes. Most likely it can be fixed, but it's not necessary(at least for now). |
Re: [ANY] SteamWorks
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Unable to load plugin "blockfamilysharing.smx": Required extension "steamworks" file("steamworks.ext") not running L 01/11/2014 - 19:43:45: Error log file session closed. SourceMod Version: 1.5.2 metamod 1.10.0 any ideas ? <FAILED> file "steamworks.ext.so": Extension version is too new to load (7, max is 5) I think this is the problem EDIT thanks V1SoR works like a charm |
Re: [ANY] SteamWorks
Yeah I compiled the extension against the latest SM SDK. Just update your Sourcemod to 1.6.x and you'll be fine.
Here's what I'm running. Stable and compatible with this extension: MetaMod:Source v1.9.3-devV, Stripper v1.2.2, SourceMod v1.6.0-dev+4134 2KyleS: Sorry for hijacking your thread. Just let me know if you want me to create a separate one, I'll do so and ask the mods to move all the related posts in there. |
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Are you sure sm_UserHasSubscription works? :o |
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Update: Couldn't find any DLC or other related AppIDs for CS games, but here's the DLC page for TF2. Everything from it should work with this function, if you're eager to test. |
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I've added this to mine (I wish I could just grab their engine CSteamID :( ). |
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What is needed for compilation? I'm getting this: Code:
extension.h:41:30: fatal error: isteamgameserver.h: No such file or directory |
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Actually, thinking about it now, we should be compiling against the AlienSwarm headers to get max compatibility (first SDK to include the header (afaik)). EDIT: Are you trying to compile his? |
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EDIT: Ok so far I am still unable to compile either one of those extensions. |
Re: [ANY] SteamWorks
Apparently there's an issue. It is not safe to check the clients for DLC ownership in OnClientAuthorized(). If more than 1 connect at once(i.e. from the lobby), the server will crash. Moving all the checks to OnClientPutInServer() seems to have resolved this issue. But it needs more testing.
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EDIT: Checking does not crash the server midgame or when you do it on "OnClientConnect". However with kyle's build the result is always 2. I am using sourcemod 1.5 BTW. |
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I'm still very interested in a back trace with those registers, if it is indeed crashing. |
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Never done it before. Tell me how to do it. Accelerator does not get to fetch the dump.
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Okay, couldn't get the server to crash atm (borked my own plugin), check back in half an hour (dinner).
EDIT: Code:
warning: Could not load shared library symbols for bin/steamclient.so. |
Re: [ANY] SteamWorks
Any news?
Can I help with something? |
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Not afraid of testing anything unstable but if I recall correctly I hit some bumps when I tried to compile it.
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If anyone needs help testing a plugin I can help with that, Is there no way to make it work like 3rd person shoulder block that actually lets the player connect first then kicks with a message ?
EDIT: Still getting map change crashes with no free/account sharing players joining. Code:
L 01/20/2014 - 11:16:43: [blockfamilysharing.smx] Steamworks: No Steam Connection! Code:
sm exts list Code:
L 01/21/2014 - 00:00:25: [SM] Native "Steamworks_UserHasSubscription" reported: Could not retrieve CSteamID for client 5. |
Re: [ANY] SteamWorks
Coming back to the "block"-"feature":
http://www.l4d.com/blog/post.php?id=7025 I think this should make it more understandable to those unfamiliar with the game and its matchmaking system. Also, while browsing through "matchmaking_srv", is it possible to determine whether two people are friends? |
Re: [ANY] SteamWorks
SteamWorks_TokenRequested seems to be working great on CS:S/Windows. Nice job KyleS!
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Latest snapshot, which includes SteamWorks_TokenRequested. SteamClient will assert if you login anonymously then use an authenticated login, so that's disabled at the moment. If you have a plugin that loads at start, it should utilize this forward as GameServers are moving towards persistent accounts.
Against my better judgement, here's an inc https://github.com/KyleSanderson/Ste...SteamWorks.inc . |
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Re: [ANY] SteamWorks
Added HTTP natives, SteamWorks_GetHTTPResponseBodyCallback should be able to avoid all of the badness in other APIs. Let me know if you'd like helpers.
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Nice. IIRC steamtools could be used to query a client's stats. That would be quite interesting for l4d(2).
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Re: [ANY] SteamWorks
Hello
Could you add a function/forward so i could change the public ip with this extension? You may ask why. I have this setup: Linux VPS --> Home Connection --> "Powerfull" Linux machine. The VPS act as ddos protection and forward all UDP packets to my home connection where my "powerfull" linux machine is. And it works nearly, the only problem is that the public ip reported to the masterlist is my home connection ip, how can i change that? |
Re: [ANY] SteamWorks
Won't +ip in command line work?
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