Talk:UserCmd strings

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I'm going to change this so it doesn't depend on KeyValues later—ts2do 07:29, 17 Jun 2006 (PDT)

What about using events and encrypt the msg contents? It's more reliable and can be catched anywhere. --dutchmega 05:55, 31 Jul 2006 (PDT)

Can you send events from the client to the server?—ts2do 20:04, 31 Jul 2006 (PDT)

So what about over 255 chars? Any ideas for the most efficient method? --Daktor 20:20, 6 Aug 2006 (PDT)

It shouldn't be over 255 chars because that's the largest string the buffer can hold...which is more than plenty—ts2do 23:06, 6 Aug 2006 (PDT)
We are building lua scripts in our mod through a lua editor that we built using vgui windows. Client-to-server: Changes that occur on the client side (i.e. through the editor) need to be mirrored on the server side so that other players in the map can view the changes in their editors. Server-to-client: When users connect to a world, their client needs to get the most recent version of the code (which is contained on the server). The lua scripts (and sometimes the individual changes by users) are bigger than 255 chars. We tried parsing the lua script into 255 char chunks, then sending one chunk per frame, but that is way too slow. Any ideas for the most efficient way of handling this issue? --Daktor 10:45, 8 Aug 2006 (PDT)

You could increase the buffer size...—ts2do 12:42, 8 Aug 2006 (PDT)

Ah that would be great but we couldn't figure out how. You know how to safely increase it? --Daktor 12:47, 8 Aug 2006 (PDT)
My proposed system didn't use concommands; I don't see how you would have over 255 commands though...my networked linked list has variable length chars, so those don't hve any set length...only the command count is restricted to 255—ts2do 12:48, 14 Jun 2007 (PDT)
Ah! That makes alot more sense, I confused buffer size with number of command counts. Thanks! Daktor 12:00, 29 Jul 2007 (PDT)
This limit is actually in place because the string count is sent as a byte.—ts2do 14:50, 29 Jul 2007 (PDT)