3.4.4 Send_Message_Player Disconnect [message #419306] |
Sat, 06 February 2010 12:17 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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In scripts 3.4.4, if you send a string of more than 238 chars it will cause the receiving client to lose their connection (Or possibly all clients, this has only been tested during 2v2).
239 = disconnect, 238 = works
Just though you guys would want to know.
Visit Jerad's deer sweat shop
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Re: 3.4.4 Send_Message_Player Disconnect [message #419316 is a reply to message #419306] |
Sat, 06 February 2010 16:12 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
Karma: 0
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Commander |
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Just to add to this, to my recollection this does actually crash the server. If you do a !msg with this length of characters the actual FDS restarts
n00bstories Server Administrator
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Re: 3.4.4 Send_Message_Player Disconnect [message #419349 is a reply to message #419347] |
Sun, 07 February 2010 12:48 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
Karma: 0
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Commander |
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StealthEye wrote on Sun, 07 February 2010 17:50 | There are several issues with long messages. First the message length can't exceed 0x100 = 256 characters. (you probably found 238 because there are additional headers prepended or w/e). Additionally the total packet (packet type, message type, sender, message, etc.) can not exceed 548 bytes. I think messages are sent as wide char strings, meaning the total message length can still not exceed 274-(1/2 bytes needed for additional headers) characters even if we enlarge the 0x100 limit. This means the extra space gained by doing so would be marginal. Lifting the 548 is atm not possible afaik, because we do not own all places that touch packets. Cloning all these is probably a lot of work.
Best we can do atm is probably to avoid clients crashing when these messages are sent, or avoid sending messages of this length at all.
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Makes sense to me and yeah I doubt that would be worth the trouble at all. Go with the check the length before executing
n00bstories Server Administrator
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Re: 3.4.4 Send_Message_Player Disconnect [message #419354 is a reply to message #419347] |
Sun, 07 February 2010 14:24 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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StealthEye wrote on Sun, 07 February 2010 11:50 | There are several issues with long messages. First the message length can't exceed 0x100 = 256 characters. (you probably found 238 because there are additional headers prepended or w/e). Additionally the total packet (packet type, message type, sender, message, etc.) can not exceed 548 bytes. I think messages are sent as wide char strings, meaning the total message length can still not exceed 274-(1/2 bytes needed for additional headers) characters even if we enlarge the 0x100 limit. This means the extra space gained by doing so would be marginal. Lifting the 548 is atm not possible afaik, because we do not own all places that touch packets. Cloning all these is probably a lot of work.
Best we can do atm is probably to avoid clients crashing when these messages are sent, or avoid sending messages of this length at all.
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Would it be possible to check the length, and if it's too big, cut it into several messages?
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: 3.4.4 Send_Message_Player Disconnect [message #419358 is a reply to message #419354] |
Sun, 07 February 2010 15:15 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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GEORGE ZIMMER wrote on Sun, 07 February 2010 15:24 |
StealthEye wrote on Sun, 07 February 2010 11:50 | There are several issues with long messages. First the message length can't exceed 0x100 = 256 characters. (you probably found 238 because there are additional headers prepended or w/e). Additionally the total packet (packet type, message type, sender, message, etc.) can not exceed 548 bytes. I think messages are sent as wide char strings, meaning the total message length can still not exceed 274-(1/2 bytes needed for additional headers) characters even if we enlarge the 0x100 limit. This means the extra space gained by doing so would be marginal. Lifting the 548 is atm not possible afaik, because we do not own all places that touch packets. Cloning all these is probably a lot of work.
Best we can do atm is probably to avoid clients crashing when these messages are sent, or avoid sending messages of this length at all.
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Would it be possible to check the length, and if it's too big, cut it into several messages?
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what do you mean several msgs.
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