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[CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)


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paulo_crash
AlliedModders Donor
Join Date: May 2016
Location: Brazil
Old 06-01-2019 , 15:12   Re: [CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)
Reply With Quote #51

Quote:
Originally Posted by Effeff View Post
It is looked down upon to recompile the map and host it on a server without permission (plagiarism?). It is straight up wrong to recompile the map and then publish it to the workshop (plagiarism!).
Even if I go on my own server...

It is no wonder that the community does not help in anything, can not even solve the problem on the server itself that has to be at risk of responding to the law, legal that.

In any case congratulations to the tutorial, I found it very explanatory.

Last edited by paulo_crash; 06-01-2019 at 15:12.
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RobertAM
Junior Member
Join Date: May 2020
Old 06-15-2020 , 02:03   Re: [CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)
Reply With Quote #52

Has anyone done testing with CSGO server redirect method over just the retry command? What method are you using to monitor this issue?

Update: Based on my testing the server redirect method provides the same improvement as disconnect; retry.

Last edited by RobertAM; 06-22-2020 at 22:13. Reason: Updated result
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pokemonmaster
princess milk
Join Date: Nov 2010
Location: Somewhere in this world
Old 06-27-2020 , 09:42   Re: [CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)
Reply With Quote #53

Wouldn't something like this be sufficient and better than timers? player_disconnect is only called once a player fully disconnects and is not called on map changes.

Only issue I can think of so far is that clients connecting from the same IP might face some issues, but that is (probably) easy to get around.

PHP Code:
#include <sourcemod>
#include <sdktools>

#pragma semicolon 1

public Plugin myinfo =
{
    
name "Panorama Map crash fix test",
    
author "pokemonmaster",
    
description "",
    
version "1.0",
    
url "http://alliedmods.net/"
};

StringMap g_Trie_ReconnectingClients;

public 
void OnPluginStart()
{
    
g_Trie_ReconnectingClients = new StringMap();
    
HookEvent("player_disconnect"Event_PlayerDisconnect);
}

public 
void OnClientAuthorized(int client, const char[] szAuth)
{
    
PrintToServer("-- Client Authorized %N (%d)"clientclient);
    
char szIP[30];
    
GetClientIP(clientszIPsizeof szIPfalse);
    
SetTrieValue(g_Trie_ReconnectingClientsszIPtrue);
}

public 
void OnClientConnected(int client)
{
    
char szIP[30], iValue;
    
GetClientIP(clientszIPsizeof szIPfalse);
    
    if(
GetTrieValue(g_Trie_ReconnectingClientsszIPiValue))
    {
        
PrintToServer("-- Reconnecting client %N (%d) connected!"clientclient);
        
ClientCommand(client"retry");
        return;
    }
    
    
PrintToServer("-- Client %N (%d) connected!"clientclient);
}

public 
void Event_PlayerDisconnect(Event hEventchar[] szEventNamebool bDontBroadcast)
{
    
int client GetClientOfUserId(GetEventInt(hEvent"userid"));
    
    if(!
client)
    {
        return;
    }
    
    
char szIP[30];
    
GetClientIP(clientszIPsizeof szIPfalse);
    
PrintToServer("-- Client Disconnect ---- Event - %N (%d)"clientclient);
    
RemoveFromTrie(g_Trie_ReconnectingClientsszIP);

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Last edited by pokemonmaster; 06-27-2020 at 12:13.
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mrdiega
Member
Join Date: Dec 2020
Old 03-11-2021 , 14:57   Re: [CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)
Reply With Quote #54

With the standard mapchooser it has no effect. With 10-12 people on the server, when the map changes from HDR to LDR, consistently 2-3 people have a game crush

btw, can mapchooser version somehow affect this? I have sm 1.10-build 6502 but the mapchooser is from sm 1.9-build 6281

The plugin was installed on a server with the Multi-1v1 mod
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Ilusion9
Veteran Member
Join Date: Jun 2018
Location: Romania
Old 03-12-2021 , 03:38   Re: [CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)
Reply With Quote #55

Quote:
Originally Posted by mrdiega View Post
With the standard mapchooser it has no effect. With 10-12 people on the server, when the map changes from HDR to LDR, consistently 2-3 people have a game crush

btw, can mapchooser version somehow affect this? I have sm 1.10-build 6502 but the mapchooser is from sm 1.9-build 6281

The plugin was installed on a server with the Multi-1v1 mod
Try this: https://github.com/Ilusion9/csgo-fix-mapchange-crash-sm
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Ejziponken
AlliedModders Donor
Join Date: Apr 2008
Old 01-16-2022 , 06:35   Re: [CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)
Reply With Quote #56

Quote:
Originally Posted by pokemonmaster View Post
Wouldn't something like this be sufficient and better than timers? player_disconnect is only called once a player fully disconnects and is not called on map changes.

Only issue I can think of so far is that clients connecting from the same IP might face some issues, but that is (probably) easy to get around.

PHP Code:
#include <sourcemod>
#include <sdktools>

#pragma semicolon 1

public Plugin myinfo =
{
    
name "Panorama Map crash fix test",
    
author "pokemonmaster",
    
description "",
    
version "1.0",
    
url "http://alliedmods.net/"
};

StringMap g_Trie_ReconnectingClients;

public 
void OnPluginStart()
{
    
g_Trie_ReconnectingClients = new StringMap();
    
HookEvent("player_disconnect"Event_PlayerDisconnect);
}

public 
void OnClientAuthorized(int client, const char[] szAuth)
{
    
PrintToServer("-- Client Authorized %N (%d)"clientclient);
    
char szIP[30];
    
GetClientIP(clientszIPsizeof szIPfalse);
    
SetTrieValue(g_Trie_ReconnectingClientsszIPtrue);
}

public 
void OnClientConnected(int client)
{
    
char szIP[30], iValue;
    
GetClientIP(clientszIPsizeof szIPfalse);
    
    if(
GetTrieValue(g_Trie_ReconnectingClientsszIPiValue))
    {
        
PrintToServer("-- Reconnecting client %N (%d) connected!"clientclient);
        
ClientCommand(client"retry");
        return;
    }
    
    
PrintToServer("-- Client %N (%d) connected!"clientclient);
}

public 
void Event_PlayerDisconnect(Event hEventchar[] szEventNamebool bDontBroadcast)
{
    
int client GetClientOfUserId(GetEventInt(hEvent"userid"));
    
    if(!
client)
    {
        return;
    }
    
    
char szIP[30];
    
GetClientIP(clientszIPsizeof szIPfalse);
    
PrintToServer("-- Client Disconnect ---- Event - %N (%d)"clientclient);
    
RemoveFromTrie(g_Trie_ReconnectingClientsszIP);

Have you done any testing with this? Does it work?
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