Originally posted by mordentral
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Originally posted by RoosterFather View Post
Ok. But it seems that i have less then 16 bytes. Its really low, yes i can use bit-fieds for this, but what about names?. So, how to send server name and map names to client, if i want to have custom maps and server names?
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Originally posted by RoosterFather View Post
Because at exit i have only one setting with key-name ~10 chars length and byte as value. =)
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Originally posted by mordentral View Post
Is it the first one passed in? If the string goes over size then it will just not send the rest of it.
When i am extracting ES, i gets only one (key SessionName, value byte (undefined))
So idk what is it, overflow?
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Originally posted by RoosterFather View Post
Im packing in ES(extra settings) ~9 parameters, first of them is (key SessionName, value string "DefaultName")
When i am extracting ES, i gets only one (key SessionName, value byte (undefined))
So idk what is it, overflow?
With dedicated servers it is mostly an issue, you can help alleviate the issue by shortening the key values / names that the engine uses by default, which I believe is still part of just about every dedicated server guide currently.
That being said, if it IS the string being overflowed, you should be getting a log entry stating that.Last edited by mordentral; 01-02-2019, 05:32 PM.
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Originally posted by mordentral View Post
Yes...like I said, if the string length is too long it just cuts it short at the limit, all of the extra properties fall off.
With dedicated servers it is mostly an issue, you can help alleviate the issue by shortening the key values / names that the engine uses by default, which I believe is still part of just about every dedicated server guide currently.
That being said, if it IS the string being overflowed, you should be getting a log entry stating that.
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Originally posted by RoosterFather View Post
So what the correct way, to transfer long string, like server name or players list? Only rewrite sources?
But for the extra settings, they are limited, managing your string size correctly helps a lot there. Just renaming the one engine server name to something else and re-using that var saves a ton of space, they use a generated name that gets very long.
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Originally posted by mordentral View Post
Player list can be retrieved through steam directly, you can also poll the server itself for additional information if you want to get involved in it.
But for the extra settings, they are limited, managing your string size correctly helps a lot there. Just renaming the one engine server name to something else and re-using that var saves a ton of space, they use a generated name that gets very long.
Oh mad world, scripting on visual language and counting bytes C-like.
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Originally posted by mordentral View Post
Player list can be retrieved through steam directly, you can also poll the server itself for additional information if you want to get involved in it.
But for the extra settings, they are limited, managing your string size correctly helps a lot there. Just renaming the one engine server name to something else and re-using that var saves a ton of space, they use a generated name that gets very long.
This macro https://imgur.com/a/xVoBkRU, always returns "Session name" as key name, so key name and value type everytime rewriting and give an array of 1 item as result (Key Session name, value byte), cause last pushed parameter is byte.
That the result of wrong code inside macro. I am using "Literal enum" on input, so always have first enumerated on output.
PS with hands i am pushed 10+ parameters with strings 10+ symbols each, so there are much more space for additional info.Last edited by RoosterFather; 01-02-2019, 07:00 PM.
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Originally posted by RoosterFather View Post
Ok, im think i am found the problem.
This macro https://imgur.com/a/xVoBkRU, always returns "Session name" as key name, so key name and value type everytime rewriting and give an array of 1 item as result (Key Session name, value byte), cause last pushed parameter is byte.
That the result of wrong code inside macro. I am using "Literal enum" on input, so always have first enumerated on output.
PS with hands i am pushed 10+ parameters with strings 10+ symbols each, so there are much more space for additional info.
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Hello again. Here another question.
Is it a good idea< to start local main-menu map as "listen" to being able connect players to lobby, without level changing?Last edited by RoosterFather; 01-02-2019, 11:34 PM.
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Originally posted by RoosterFather View PostHello again. Here another question.
Is it a good idea< to start local main-menu map as "listen" to being able connect players to lobby, without level changing?
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