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Request Ok Help is required for XUID bug
#11
(07-03-2012, 00:49)Cyanide Wrote:
(07-03-2012, 00:09)estebespt Wrote: Dont think that the fact you dont need people to test is reason not to awnser the pm saying that what you really need is people to fix it. It is kinda of rude

Have been real busy and just have not got to answering it. So I need to prioritize, unfortunatly your PM at this time was not high. If you would like to assist and test when a test is available please add me to steam Cyanide31 (vDp||Cyanide it will show) And I would love to have your assiatance with testing.

Ty for the awnser
LOL
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#12
(07-03-2012, 00:09)JariZ Wrote: I'm afraid @zxz0O0 would be the only one that can really help you out

I am already helping, I am currently adding sig scans and believe me that's a ton of work to do (now I know why @Nukem didn't do it). I am doing some progress although I don't know anything about c++.
[Image: azuw.jpg]
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#13
Yes ZXZ0O0 Has been a massive help for a long time, with suggestions, imputs,fault finding, and now sig scans He is a fantastic person. I must also Thank Master121 also a Local Aussie, who has assisted. All we are missing I guess is some one with reverse Engineering skills.
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#14
It may be useful if there is a real description of the bug, ex.

- What happens (very detailed)
- When does it happen
- Are logfiles affected (ex. wrong entries)
[Image: azuw.jpg]
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#15
ok here goes, all functions that lean onto the ServerClient-Client directive

PlaySoundOnPlayer(ServerClient.Client)
OnChatType(ServerClient.Client)
OnPlayerSpawned(ServerClient.Client)
OnPlayerDamaged(ServerClient.Client)
etc..


These functions are infact still working.
The reason most of you think it isnt working is purely because the ServerClient directive goes out of sync after a while.

Meaning that if you trigger a command ingame that leans onto the serverclient Client directive
The server thinks you are someone else, everyone else, or a client that is not even connected. (That will show up in console as 'Clientnum (int) does not exist.'

After a clean server start this seems to go correct untill the game fills up. I have tried to get a grasp on when exactly this happens but its hard to find out.

Ive been thinking about it and maybe we need to populate a server with testers from this forum with only a testplugin running that triggers OnPlayerSpawned and spams the Client Name,Number,Xuid,Team in chat and serverconsole, and a !test OnChatType trigger that doest the same. this way we can test when this starts happening Smile
Had a life, Got a modem..
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#16
Thanks @pieter and I think that is a very good idea.

So you are saying that if I would use this example code
CSHARP Code
  1. public override ChatType OnSay(string Message, ServerClient Client)
  2. {
  3. ServerPrint("Player " + Client.Name + " said " + Message);
  4.  
  5. return ChatType.ChatContinue;
  6. }


and people were chatting, it would print it correctly in the chat but in the console it sometimes would print it with a wrong name?

Also does it happen on all events/functions with the ServerClient parameter?
[Image: azuw.jpg]
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#17
also add checks for onplayerdamaged and playsound onplayer

basicly any bugged function should spam
Had a life, Got a modem..
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#18
From the other Thread:
Quote:
(06-25-2012, 10:54)litgar Wrote:
Quote:'Cyanide'
Looking into the XUID more today. Will post an updated addon when completed.

It seems not only the XUID is messed up sometimes.

Code:
public override ChatType OnSay(string Message, ServerClient Client)
        {
            if (Message.ToUpper().StartsWith("!SAVEME"))
            {
               /**/
                    Teleport.Add(Client);
                    iPrintLnBold("Teleporting you to a random Location in " + TimeBeforeTeleport + " Seconds.", Client);
                }/**/
             }
          }

After a while even this Snippet above partially stopped working.

What happens after a while:
-If a guy types !Saveme, somebody else will get the message printed
-Still the guy who wrote !Saveme will be teleported

What i can say from this is:
The Pointer of the ServerClient Object is changing between the message print and the actual teleport
[Image: compiling.png][Image: aLKA8og_460sa.gif]
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#19
(07-03-2012, 09:20)zxz0O0 Wrote: Thanks @pieter and I think that is a very good idea.

So you are saying that if I would use this example code
CSHARP Code
  1. public override ChatType OnSay(string Message, ServerClient Client)
  2. {
  3. ServerPrint("Player " + Client.Name + " said " + Message);
  4.  
  5. return ChatType.ChatContinue;
  6. }


and people were chatting, it would print it correctly in the chat but in the console it sometimes would print it with a wrong name?

Also does it happen on all events/functions with the ServerClient parameter?

The problem is with the XUID

It is necessary with XUID association weapons. If the weapon will turn out from another player it will be seen.
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#20
stop trolling this thread please!

We have to keep it clear and readable/understandable for @Cyanide and others.

Also the problem has NOTHING to do with XUID the Entire Serverclient.Client directive is inconsequent.
and due to that issue you ALSO get a wrong XUID Smile

I know its frustrating to have to wait long for something, but spamming every damn thread with the same thing isnt helping anyone..

first one to respond with :umad: gets free -reps on all his posts Smile
Had a life, Got a modem..
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