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-   -   [ANY] SteamWorks (https://forums.alliedmods.net/showthread.php?t=229556)

KyleS 01-08-2014 08:31

Re: [ANY] SteamWorks
 
Quote:

Originally Posted by asherkin (Post 2082905)
Please use your own prefix

No problem! Sorry you've already run into trouble :(

KorDen 01-08-2014 08:51

Re: [ANY] SteamWorks
 
SW_OnValidateClient but SteamWorks_***...
Maybe use one style, e.g. SW_*** for all?

KyleS 01-08-2014 09:23

Re: [ANY] SteamWorks
 
Quote:

Originally Posted by KorDen (Post 2082910)
SW_OnValidateClient but SteamWorks_***...
Maybe use one style, e.g. SW_*** for all?

hmm. The namespace is getting pretty cluttered which is why I went with a verbose SteamWorks rather then SW. Old plugins will still work (I'll add a new forward to preserve compatibility). Unless if there's a reason not to :o

KorDen 01-08-2014 13:34

Re: [ANY] SteamWorks
 
Looks like you don't have .inc file on github. I have a question: which results can be in forwards? I think that copy entire EResult enum to .inc isn't a best way, because there are many states not related to the servers...

KyleS 01-08-2014 15:09

Re: [ANY] SteamWorks
 
Quote:

Originally Posted by KorDen (Post 2083050)
Looks like you don't have .inc file on github.

Indeed. The Pawn interface may change dramatically if there's a request for a certain style of natives. If we're just mimicking SteamTools, what is present seems sane.
Quote:

Originally Posted by KorDen (Post 2083050)
I have a question: which results can be in forwards? I think that copy entire EResult enum to .inc isn't a best way, because there are many states not related to the servers...

EResult is a generic enum that's used. I think what it's going to end up as is a folder containing a bunch of incs. Then you just include what you want/need (#include <steamworks/http>). EResult is used with a bunch of callbacks, it would probably be wise to preserve it.

Dr. Greg House 01-08-2014 15:20

Re: [ANY] SteamWorks
 
Quote:

Originally Posted by KorDen (Post 2082880)
[...]I think you must use Steam_CheckClientSubscription/Steam_GetClientSubscription from SteamTools. Subs for F2P are 36144 (ROW), 36145 (DE), 36146 (AU)
Something like
PHP Code:

bool:IsClientF2P(client)
{
    new 
subIdsubCount Steam_GetNumClientSubscriptions(client);
    for (new 
0subCounti++)
    {
        
subId=Steam_GetClientSubscription(clienti);
        if (
36144 <= subId <= 36146)
        {
            return 
true;
        }
    }
    return 
false;




Yup.

@KyleS: Can you do it? :)

KorDen 01-08-2014 15:26

Re: [ANY] SteamWorks
 
Quote:

Originally Posted by Dr. Greg House (Post 2083094)
Yup.
@KyleS: Can you do it? :)

This already implemented in SteamTools :rtfm:

---
Tested on CS:S Windows. Looks like all works fine. (Test plugin & inc)
https://i.imgur.com/k7WmKFc.png
The only thing I can't understand is why EResult=84 when I disconnect network interface (in enum there are 1-83)

Dr. Greg House 01-08-2014 15:29

Re: [ANY] SteamWorks
 
Quote:

Originally Posted by KorDen (Post 2083098)
[...] :rtfm:[...]

My point exactly. There is no steamtools support for l4d2.

V1SoR 01-08-2014 18:04

Re: [ANY] SteamWorks
 
Quote:

Originally Posted by Dr. Greg House (Post 2083100)
My point exactly. There is no steamtools support for l4d2.

Actually there is, since ~Monday. But I'm still betatesting it. Had to cut some hooks and interfaces that aren't present in L4D2, so stuff got kinda complicated. The main issue I'm having right now is that players connecting from the lobby are establishing connection with the server before the Steam functions are hooked. To put it simple, they're skipping the subscription check. Those who connect later or simply reconnect are fine though.

h3bus 01-09-2014 04:59

Re: [ANY] SteamWorks
 
Would this extension be usefull to fix steam connection loss on linux CS:GO SRCDS (server that don't re-connect to steam until hibernation)?
This is really a pain and occurs sometimes more than once a day, server then need to be empty to allow new user connections (or they get "Session no longer available").

Maybe forcing a heartbeat might get server to re-connect...


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