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Steam Friends Name: djfireblack
 
New postPosted: 2012-07-16, 3:27 am 
   Post subject: Received signon 99 when at 6

Hi !

I have a huge problem with my plugin.
Sometimes, when I fire at enemy, i'm directly disconnected from the server with the message "Received signon 99 when at 6".

This is really strange, i've looked at old hl2 source code and this error must never appear with these numbers if we look at the condition ...

Code:
void CL_Parse_SignonNum( void )
{
         int i;
         i = MSG_ReadByte ();
         if (i <= cls.signon)
         {
                 Con_Printf ("Received signon %i when at %i\n", i, cls.signon);
                 Host_Disconnect();
                 return;
         }
         cls.signon = i;
         CL_SignonReply ();
}


It's impossible to know where it comes from in my plugin, there is no error in the server and even if I try to get a stack trace it will not show the problem ... how to solve that please ?

_________________
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Steam Friends Name: djfireblack
 
New postPosted: 2012-07-20, 1:35 pm 
   Post subject: Re: Received signon 99 when at 6

This problem is getting huge ...

Here is the client log when the problem appends :

Code:
MS => Mastered Shot killed Tim with awp.
Netchannel: failed reading message svc_CmdKeyValues from 176.31.115.24:27010.
Player: MS => Mastered Shot - Damage Given
-------------------------
Damage Given to "Tim" - 176 in 2 hits
MS => Mastered Shot killed Tim with ak47.
WARNING: LeavePVS on full update
Netchannel: unknown net message (43) from 176.31.115.24:27010.
Update delta not found.
Update delta not found.
Update delta not found.
Update delta not found.
Update delta not found.
Update delta not found.
Update delta not found.

Host_Error: CL_CopyExistingEntity: missing client entity 1.


And another time it was :

Code:
MS => Mastered Shot killed Tim with p90.
DataTable warning: No matching RecvTable for SendTable '�4���6GW&WF2��F��fƖ6F��vSB�vV��F���Ɩ�v��W&�@'.
Host_EndGame: ProcessSendTable: RecvTable_RecvClassInfos failed.


There is clearly a networking problem, probably because of memory problem.
The server did not crash, and other players are not kicked.
This problem becomes only with my plugin.

How can I find leaks and other memory problems in my code please ?

_________________
Musicalement,
DJ Fire-Black ...

::: VSP Anti-Cheat for Counter-Strike : Source (CS:GO Soon) :::
::: NoCheatZ 3 -> http://www.NoCheatZ.com/ :::


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New postPosted: 2012-07-21, 9:14 am 
   Post subject: Re: Received signon 99 when at 6

Does the problem appeared recently? How often does it happen?

You should try to disable functionalities of your plugin until the problem disappears, in order to identify the problem.

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New postPosted: 2012-07-21, 9:53 am 

It started from some months.

I've added a simple profiling feature in my GameFrame function, which prints a log message when this function takes longer than 1 tick to execute, and more the server is online, more the time to excute is long.
Today on my linux server, which is restarting at 7 AM, the function was taking 0,025s to execute at 16 PM (2 times more).
And the logs are getting VERY huge as wel, but this feature was added along time ago and others servers are getting huge logs ...

I will disable the functionalitie which I think is causing the problem, I update this thread tomorrow.
Thanks.

_________________
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::: VSP Anti-Cheat for Counter-Strike : Source (CS:GO Soon) :::
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New postPosted: 2012-07-22, 1:01 pm 

I've found that even if I deactivate the functionalitie it is even on, I've looked at my code and I have forgotten to quote one line, which make this functionalitie working 2 times per frame instead of 1 time when it is activated.

I've played a little and the problem did not appear but I will update my code and continue to test.

_________________
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::: VSP Anti-Cheat for Counter-Strike : Source (CS:GO Soon) :::
::: NoCheatZ 3 -> http://www.NoCheatZ.com/ :::


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New postPosted: 2012-07-23, 10:15 am 

The doesn't comes from the functionalitie I've disabled.
I've seen that the problem comes at end of round, not when I kill a playe, because the end of round sound isn't launched when the error message comes in my console.

In this plugin, convars checks starts at end of round and are handled by a thread. The problem comes from here I think. We've already talked about this small piece of code, haha ...
So, cvar requests require network calls and since I'm not thread safe, this is causing these problems ...

I have to do this in a thread because it can make lag the server to request all cvars for all palyers at the same time.
But I can implement this code in my GameFrame function as well as you had advised me, thats what I will do now.
I hope it will solve my problem.

_________________
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New postPosted: 2012-07-23, 11:20 am 
   Post subject: Re: Received signon 99 when at 6

You can query client cvars asynchronously with IServerPluginHelpers::StartQueryCvarValue(), so the server will not hang while waiting for the answers. The results are received in IServerPluginCallbacks::OnQueryCvarValueFinished(). (You already have this function in your code.)

PS: Does IVServerEngine::GetClientConVarValue() really query the clients?

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New postPosted: 2012-07-23, 11:56 am 

I was using IServerPluginHelpers::StartQueryCvarValue() in the thread and then receiving with the IServerPluginCallbacks::OnQueryCvarValueFinished() in the plugin, I havent tested with IVServerEngine::GetClientConVarValue() for these cvars, just for networking cvars like for cl_updaterate and in this case it works.

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