1. Post #81
    ColdFusion's Avatar
    December 2009
    2,227 Posts
    You can't, we've already been over that.
    What is so big you want to transfer anyway?, Spacebuild maps ?, Things like this will take ages to download.
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  2. Post #82
    Grocel's Avatar
    October 2008
    1,227 Posts
    You can't, we've already been over that.
    If I recall correctly, you can bypass the limit by using a sv_downloadurl.
    He's right, but if you don't have the possibilities to use sv_downloadurl then your are claimed to 64 mb each file.
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  3. Post #83
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,822 Posts
    sv_downloadurl does not remove the limit of 64mb on each file....

    We have an extremely fast server which we use already for FastDL, but the 64MB limit is annoying and we want to override it to ~150MB.
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  4. Post #84
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    sv_downloadurl does not remove the limit of 64mb on each file....

    We have an extremely fast server which we use already for FastDL, but the 64MB limit is annoying and we want to override it to ~150MB.
    There's a command for increasing the maximum download file size. I think it's net_maxfilesize.
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  5. Post #85
    Buggzie's Avatar
    December 2009
    965 Posts
    There's a command for increasing the maximum download file size. I think it's net_maxfilesize.
    If you read the previous page, it states you can only set it to 64MB.
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  6. Post #86
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,822 Posts
    So now that we have circled around twice....
    <3 people who cant read
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  7. Post #87
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    I've fixed a problem caused by hook.Call being called too much (now referencing it), but I don't know if this was the cause of all the crashes. I would appreciate it if someone could test it for a while and report back.

    -snip-

  8. Post #88
    Buggzie's Avatar
    December 2009
    965 Posts
    I've fixed a problem caused by hook.Call being called too much (now referencing it), but I don't know if this was the cause of all the crashes. I would appreciate it if someone could test it for a while and report back.

    http://dl.dropbox.com/u/7745323/gm_sourcenet3_fix.rar
    http://dumps.garrysmod.com/?view=847637057&refresh=15

    Still crashes, sorry :(

  9. Post #89
    ColdFusion's Avatar
    December 2009
    2,227 Posts
    This is not even related to the sourcenet dll.

    Also

    H4X

    Also

    It wont work on listened servers.
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  10. Post #90
    Buggzie's Avatar
    December 2009
    965 Posts
    This is not even related to the sourcenet dll.

    Also

    H4X

    Also

    It wont work on listened servers.
    Yes it is, his module gets unloaded and then the crash happens. He knows about this, also no hacks and its not a listen server.

  11. Post #91
    ColdFusion's Avatar
    December 2009
    2,227 Posts
    Yes it is, his module gets unloaded and then the crash happens. He knows about this, also no hacks and its not a listen server.
    Clientside always had that problem, this fix was related to the stack overflow for dedicated servers.

    Also i dont think its a very good idea using gmcl_disconnect.dll i combination with sourcenet.

    Also i suppose you are running it from the menu state ?

  12. Post #92
    Buggzie's Avatar
    December 2009
    965 Posts
    Clientside always had that problem, this fix was related to the stack overflow for dedicated servers.

    Also i dont think its a very good idea using gmcl_disconnect.dll i combination with sourcenet.

    Also i suppose you are running it from the menu state ?
    I'm running disconnected from menu state, yes. But not sourcenet

  13. Post #93

    August 2007
    152 Posts
    According to that dump you weren't even running sourcenet
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  14. Post #94
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    Updated to r7.

  15. Post #95
    Gold Member
    .\\Shadow}'s Avatar
    November 2009
    892 Posts
    How would I use sourcenet to send inconnect user IPs to clients when someone connects?

  16. Post #96
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    How would I use sourcenet to send inconnect user IPs to clients when someone connects?
    If you meant to say incorrect then look at examples/sn3_stripip.lua
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  17. Post #97
    Gold Member
    .\\Shadow}'s Avatar
    November 2009
    892 Posts
    If you meant to say incorrect then look at examples/sn3_stripip.lua
    Yep, thanks :buddy:

  18. Post #98
    Gold Member

    June 2009
    340 Posts
    My server seems to crash like, 5x as much with this installed (using the new ACP anti cheat).

    Some dumps:
    http://dumps.garrysmod.com/?view=3420059248&refresh=5
    http://dumps.garrysmod.com/?view=3183473488&refresh=2
    http://dumps.garrysmod.com/?view=2102495518&refresh=4

  19. Post #99
    ColdFusion's Avatar
    December 2009
    2,227 Posts
    It crashes now and then, for us it went from 5 times a day to once a 6* days in the latest update. So make sure you have the latest version

    Only sourcenet related dump afther update:
    http://dumps.garrysmod.com/?view=3386493904&refresh=4

  20. Post #100
    Gold Member

    June 2009
    340 Posts
    Just downloaded latest version, and still crashing quite a bit. Less than I was, but still more than usual:

    http://dumps.garrysmod.com/?view=606159081&refresh=3
    http://dumps.garrysmod.com/?view=3364070542&refresh=4

  21. Post #101
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    Just downloaded latest version, and still crashing quite a bit. Less than I was, but still more than usual:

    http://dumps.garrysmod.com/?view=606159081&refresh=3
    http://dumps.garrysmod.com/?view=3364070542&refresh=4
    Could you send me those dumps? TIA.

  22. Post #102
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    Just downloaded latest version, and still crashing quite a bit. Less than I was, but still more than usual:

    http://dumps.garrysmod.com/?view=606159081&refresh=3
    http://dumps.garrysmod.com/?view=3364070542&refresh=4
    Could you send me those dumps? TIA.

  23. Post #103
    likes men
    Python1320's Avatar
    May 2007
    1,717 Posts
    error loading module 'sourcenet3' from file '/home/srcds/srcds/orangebox/garrysmod/lua/includes/modules/gm_sourcenet3_linux.dll':
    /home/srcds/srcds/orangebox/garrysmod/lua/includes/modules/gm_sourcenet3_linux.dll: undefined symbol: META_IGameEventManager2_name
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  24. Post #104
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    Updated.
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  25. Post #105
    JamieH is a retarded bitch <3
    Pantho's Avatar
    July 2008
    2,191 Posts
    http://dumps.garrysmod.com/?view=1106510087&refresh=1

    Been getting a far few recently, oh as I typed this I see updated sign, maybe I should try it ;)

  26. Post #106
    Baaleos's Avatar
    July 2008
    261 Posts
    past few days I have been getting errors on players joining, about invalid datastreams?

    Could the recent gmod updates have changed their networking methods?

    Unhandled Stream - slv_checkvalid etc

  27. Post #107
    likes men
    Python1320's Avatar
    May 2007
    1,717 Posts
    It's just some over-eager clientside addon. I can't remember which. As long as the stream is called "slv_checkvalid" it's nothing to worry about.

  28. Post #108
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    The latest revision contains a fix for the INVALID_POINTER_READ crash on the server. It was a problem in the Lua base code which led to deleted net channels being used.
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  29. Post #109

    June 2011
    70 Posts
    I hope you can fix it when you have sourcenet3 loaded and you get kicked or the map changes, the client will crash.

  30. Post #110
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    I hope you can fix it when you have sourcenet3 loaded and you get kicked or the map changes, the client will crash.
    Send me the crash dump if you are using the latest version.

  31. Post #111
    Gold Member
    Spacetech's Avatar
    January 2006
    510 Posts
    Had to disable it since this latest update.
    Here's a dump: http://dumps.garrysmod.com/?view=684562381
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  32. Post #112
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    I've fixed the net messages code for a recent update (not this one), however it doesn't seem to have stopped the crash for anyone but me. Is anyone else having problems?

  33. Post #113
    Gold Member
    slayer3032's Avatar
    November 2007
    3,448 Posts
    Seems to work fine here for me.

  34. Post #114

    June 2011
    70 Posts
    Severside works fine, Clientside is the one that worries me because I get a crash when kicked/map change. I'll upload a dump when I can.
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  35. Post #115
    Gold Member
    Gfoose's Avatar
    July 2011
    630 Posts
    Serverside is crashing with funny lua errors and sometimes it's just "NULL" or lua error:

    No crash dumps are being generated, the server just restarts. I'm only using the strip ip example as well.

    10:43:47 L 07/14/2011 - 10:44:24: Lua Error: string

    10:47:40 L 07/14/2011 - 10:48:18: Rcon: "lua_openscript autorun/sn3_stripip.lua"
    10:47:40 L 07/14/2011 - 10:48:18: Lua Error: attempt to concatenate a boolean value
    10:47:40 Running script autorun/sn3_stripip.lua...
    Attach: CNetChan_Shutdown
    Attach: CNetChan_ProcessMessages
    Attach: CNetChan_SendDatagram
    10:47:41 HLSW NOTE: Disconnected

  36. Post #116
    jellybaby34's Avatar
    August 2008
    325 Posts
    Crashes on client when kicked or map changes. Sent dump to you via PM.
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  37. Post #117
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    Crashes on client when kicked or map changes. Sent dump to you via PM.
    The dump you sent doesn't contain any useful information and I still can't recreate it, so I'm not sure what I can do.

    Serverside is crashing with funny lua errors and sometimes it's just "NULL" or lua error:

    No crash dumps are being generated, the server just restarts. I'm only using the strip ip example as well.

    10:43:47 L 07/14/2011 - 10:44:24: Lua Error: string

    10:47:40 L 07/14/2011 - 10:48:18: Rcon: "lua_openscript autorun/sn3_stripip.lua"
    10:47:40 L 07/14/2011 - 10:48:18: Lua Error: attempt to concatenate a boolean value
    10:47:40 Running script autorun/sn3_stripip.lua...
    Attach: CNetChan_Shutdown
    Attach: CNetChan_ProcessMessages
    Attach: CNetChan_SendDatagram
    10:47:41 HLSW NOTE: Disconnected
    I can't really look into this without a dump or a way to recreate it.
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  38. Post #118
    jellybaby34's Avatar
    August 2008
    325 Posts
    The only way I can think that the reason why the client crashes for others but not you is that it uses something that we don't have that you do but this is just my guess at it. Or maybe we have something running that does it but that is more unlikely.
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  39. Post #119
    Gold Member
    Gfoose's Avatar
    July 2011
    630 Posts
    The dump you sent doesn't contain any useful information and I still can't recreate it, so I'm not sure what I can do.



    I can't really look into this without a dump or a way to recreate it.
    Hows it going, did you find a way to fix it crashing?

    ( to everyone that doesn't know, i showed him the bug properly, apparently its a hook being spammed too much )
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  40. Post #120
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    I found the problem. Since a recent update, Source seems to start using separate threads to send datagrams after 3 players (or some other condition is met) are connected.

    I'm writing a fix now.
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