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SendProxy Manager


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 01-08-2019 , 11:26   Re: SendProxy Manager
Reply With Quote #341

Quote:
Originally Posted by sazonische View Post
Quote:
Originally Posted by asherkin View Post
You need to set sv_parallel_packentities to 0.
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Mitchell
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Join Date: Mar 2010
Old 01-08-2019 , 11:27   Re: SendProxy Manager
Reply With Quote #342

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Originally Posted by sazonische View Post
I've had crashes in the past with faking the team number with sendproxy. Try unhooking the client at round end. Although I don't know why you need DHooks to unhook the client from the proxy either. Also can't remember but I also had issues while unhooking clients that may have not been hooked by the proxy in the first place crashing the server.
EDIT:
forgot asherkin also posted this fix for my issue a while back also.

Last edited by Mitchell; 01-08-2019 at 13:06.
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Inopt
Junior Member
Join Date: Jul 2017
Location: \_(ツ)_/
Old 01-15-2019 , 06:07   Re: SendProxy Manager
Reply With Quote #343

Quote:
Originally Posted by shavit View Post
If anyone ever picks up the development of SendProxy Manager again, a feature I'd personally love to see would be to modify tables per-player, i.e.
Sorry for necroposting, but probably this will be useful for you or somebody else, I added this functionality for some my simple plugin, but be careful, it was tested only in tf2
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Mitchell
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Old 01-15-2019 , 08:08   Re: SendProxy Manager
Reply With Quote #344

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Originally Posted by Inopt View Post
Sorry for necroposting, but probably this will be useful for you or somebody else, I added this functionality for some my simple plugin, but be careful, it was tested only in tf2
Have you noticed any extra strain on the server after this?
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Inopt
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Join Date: Jul 2017
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Old 01-15-2019 , 09:36   Re: SendProxy Manager
Reply With Quote #345

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Originally Posted by Mitchell View Post
Have you noticed any extra strain on the server after this?
Yes ofc, it is the reason why I made some little asm optimization in tf2, later I'll make same for csgo too, now I try to reverse engineering csgo windows binary for better understanding valve code...

So, with this extension modification CGameServer::SendClientMessages function can be called up to ~32 times in tf2 and ~64 in csgo instead of 1 call per frame.
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Last edited by Inopt; 01-15-2019 at 09:43.
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hmmmmm
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Join Date: Mar 2017
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Old 01-15-2019 , 11:59   Re: SendProxy Manager
Reply With Quote #346

:O Amazing work, possibilities with this are endless
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SHUFEN
Senior Member
Join Date: Jun 2014
Location: Japan, Tokyo
Old 01-17-2019 , 01:58   Re: SendProxy Manager
Reply With Quote #347

Obviously the server will have a high SV (like 200~, unplayable game) when load sendproxy.ext with 64 players. (Latest commit 3afa682)
Do I need to give up for using sendproxy of paralleled version?
Or have you planning to optimize this extension?

Quote:
Originally Posted by Inopt View Post
Yes ofc, it is the reason why I made some little asm optimization in tf2, later I'll make same for csgo too, now I try to reverse engineering csgo windows binary for better understanding valve code...

So, with this extension modification CGameServer::SendClientMessages function can be called up to ~32 times in tf2 and ~64 in csgo instead of 1 call per frame.
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Inopt
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Join Date: Jul 2017
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Old 01-17-2019 , 07:53   Re: SendProxy Manager
Reply With Quote #348

Quote:
Originally Posted by SHUFEN.jp View Post
Obviously the server will have a high SV (like 200~, unplayable game) when load sendproxy.ext with 64 players. (Latest commit 3afa682)
Do I need to give up for using sendproxy of paralleled version?
Or have you planning to optimize this extension?
I didn't understand your question.
You can use whichever you need. If you only need to fake value for all clients, you can use old sendproxy version from SlidyBat's github, if you need to fake values for each client, you can use 1.3 version of sendproxy manager extension.
Actual sendproxy manager will increase CPU usage of your server because it calls hooks for each client individually.

> Or have you planning to optimize this extension?

I think there no way to optimize it more. I don't see any way to optimize it better for now.
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Last edited by Inopt; 01-17-2019 at 08:23.
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SHUFEN
Senior Member
Join Date: Jun 2014
Location: Japan, Tokyo
Old 01-17-2019 , 10:04   Re: SendProxy Manager
Reply With Quote #349

>> I think there no way to optimize it more. I don't see any way to optimize it better for now.

As I thought... I was making a plugin for send fake values for each client.
But maybe I should ditch my project.


Quote:
Originally Posted by Inopt View Post
I didn't understand your question.
You can use whichever you need. If you only need to fake value for all clients, you can use old sendproxy version from SlidyBat's github, if you need to fake values for each client, you can use 1.3 version of sendproxy manager extension.
Actual sendproxy manager will increase CPU usage of your server because it calls hooks for each client individually.

> Or have you planning to optimize this extension?

I think there no way to optimize it more. I don't see any way to optimize it better for now.
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine
Old 01-25-2019 , 12:13   Re: SendProxy Manager
Reply With Quote #350

Hi, Inopt!
Many thanks for the update.

What is a minimal requirements?

Builder log:
Spoiler


Configuration:
PHP Code:
#!/usr/bin/env bash

export CC=clang
export CXX
=clang++

rm -rf build
mkdir build
cd build
python 
../configure.py --hl2sdk-root=/home/alex/dev/sm/ --mms-path=/home/alex/dev/meta/ --sm-path=/home/alex/dev/sm/sourcemod/ --sdks=tf2 --enable-optimize

ambuild 
meta 1.10, sm 1.9
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