[QUOTE=Robotboy655;50401692]It does what it is supposed to do = it is not broken.[/QUOTE]
you could just #ifdef it for srcds and check if something's in mount.cfg..? why intentionally leave something like this nonfunctional because "that's how it works"?
[editline]27th May 2016[/editline]
i mean you can do this sort of thing in lua if you were so inclined to.
[code]
local mounts = util.KeyValuesToTable( file.Read( "cfg/mount.cfg", "GAME" ) )
local ismounted = IsMounted
function IsMounted( game )
return game.IsDedicated() and mounts[ game ] ~= nil or ismounted( game )
end
[/code]
what exactly about this makes it impossible in C
[QUOTE=Joeyl10;50402541]you could just #ifdef it for srcds and check if something's in mount.cfg..? why intentionally leave something like this nonfunctional because "that's how it works"?
[editline]27th May 2016[/editline]
i mean you can do this sort of thing in lua if you were so inclined to.
[code]
local mounts = util.KeyValuesToTable( file.Read( "cfg/mount.cfg", "GAME" ) )
local ismounted = IsMounted
function IsMounted( game )
return game.IsDedicated() and mounts[ game ] ~= nil or ismounted( game )
end
[/code]
what exactly about this makes it impossible in C[/QUOTE]
It's not reliable, what if someone adds it as "hl2ep2" and comes complaining why it doesn't work.
[QUOTE=Robotboy655;50402563]It's not reliable, what if someone adds it as "hl2ep2" and comes complaining why it doesn't work.[/QUOTE]
i'd encourage you to do it anyways and make it a requirement that mount keys are required to be named after the game's folder name else it doesn't work. add more comments to mount.cfg making it clear what games are supported and aren't using specific names.
mount.cfg allowing you to name game mounts after anything sorta seems like weird implicit behavior that shouldn't be encouraged. not like most server owners even look at it, typically the server provider does this sort of thing.
[QUOTE=Robotboy655;50402563]It's not reliable, what if someone adds it as "hl2ep2" and comes complaining why it doesn't work.[/QUOTE]
Check if the path they specified contains ep2 content?
[QUOTE=Robotboy655;50402563]It's not reliable, what if someone adds it as "hl2ep2" and comes complaining why it doesn't work.[/QUOTE]
Are you saying GMod doesn't throw errors when mount.cfg contains nonsense? Or are you saying that people should be able to mount "custom" things with equally custom names?
Failing silently when there is nonsense in mounted.cfg would be a bug in and of itself. Of course they'll complain on forums about shit not working if the game pretends everything is fine.
[QUOTE=code_gs;50402738]Check if the path they specified contains ep2 content?[/QUOTE]
That is slow and also unreliable.
[QUOTE=Joeyl10;50402600]i'd encourage you to do it anyways and make it a requirement that mount keys are required to be named after the game's folder name else it doesn't work. add more comments to mount.cfg making it clear what games are supported and aren't using specific names.
mount.cfg allowing you to name game mounts after anything sorta seems like weird implicit behavior that shouldn't be encouraged. not like most server owners even look at it, typically the server provider does this sort of thing.[/QUOTE]
If we force the values, existing mount.cfgs will be broken, and we all know how well comments work when we get people who put //"shit" "path" and complain it doesn't work.
[QUOTE=FPtje;50402811]Are you saying GMod doesn't throw errors when you write nonsense in the mount files? Or are you saying that people should be able to mount "custom" things with equally custom names?
Failing silently when there is nonsense in mounted.cfg is a bug in and of itself. Of course they'll complain on forums about shit not working if the game pretends everything is fine.[/QUOTE]
You misunderstand, I meant if they put in "hl2ep2" and complain that IsMounted( "ep2" ) still returns false, if we were to change it.
[QUOTE=FPtje;50402811]Are you saying GMod doesn't throw errors when mount.cfg contains nonsense? Or are you saying that people should be able to mount "custom" things with equally custom names?
Failing silently when there is nonsense in mounted.cfg would be a bug in and of itself. Of course they'll complain on forums about shit not working if the game pretends everything is fine.[/QUOTE]
There's been quite a few times where I was setting up mount.cfg and wished it would yell at me for making typos or just typing in the wrong abbreviation of a game.
[QUOTE=Robotboy655;50402838]
You misunderstand, I meant if they put in "hl2ep2" and complain that IsMounted( "ep2" ) still returns false, if we were to change it.[/QUOTE]
Hold on, let me get this straight. Imagine this mount.cfg:
[code]
"mountcfg"
{
"DiNGLETITS" "/opt/team fortress 2 dedicated server/tf"
"ANALCAVITY" "/home/gmod/steam/steamapps/common/half-life 2/episodic" //HL2 Episode 1
}
[/code]
Imagine the first folder contains team fortress 2 content and the second one episodic content. Would they still mount? Is this a valid mount.cfg?
[QUOTE=FPtje;50402861]Hold on, let me get this straight. Imagine this mount.cfg:
[code]
"mountcfg"
{
"DiNGLETITS" "/opt/team fortress 2 dedicated server/tf"
"ANALCAVITY" "/home/gmod/steam/steamapps/common/half-life 2/episodic" //HL2 Episode 1
}
[/code]
Imagine the first folder contains team fortress 2 content and the second one episodic content. Would they still mount? Is this a valid mount.cfg?[/QUOTE]
Have a script on server load parse the directory link bit. That generally will be reliable in most configurations.
Are we supposed to have access to crash logs?
[url]https://gist.github.com/Velkon/61602d0153aa33a0f3eece5a4ee887c7[/url]
As it poses "Hardware privacy issues"
[IMG]https://camo.githubusercontent.com/b22dbd6dc5f8ddaff07286ce870d0a93a29f2a7a/687474703a2f2f692e696d6775722e636f6d2f444d31427731582e706e67[/IMG]
There's more info in the logs too
[QUOTE=Robotboy655;50402838]That is slow and also unreliable.[/QUOTE]
But always returning true is reliable? My method is more reliable, and I hardly see how "slow" is a huge issue when you could cache the game mounted list during startup.
[QUOTE=code_gs;50403305]But always returning true is reliable? My method is more reliable, and I hardly see how "slow" is a huge issue when you could cache the game mounted list during startup.[/QUOTE]
What your method? Scanning the each mount.cfg folder for game content? We'd need to set up a list of certain files for each mountable game and test each mount.cfg path. It's slow. It will noticeably slow down start up times with each mount.cfg entry. Cache what? "game mounted list" is not the problem.
[QUOTE=FPtje;50402861]Hold on, let me get this straight. Imagine this mount.cfg:
[code]
"mountcfg"
{
"DiNGLETITS" "/opt/team fortress 2 dedicated server/tf"
"ANALCAVITY" "/home/gmod/steam/steamapps/common/half-life 2/episodic" //HL2 Episode 1
}
[/code]
Imagine the first folder contains team fortress 2 content and the second one episodic content. Would they still mount? Is this a valid mount.cfg?[/QUOTE]
They will still obviously mount as long as the paths are correct. Maybe we should add legacy addon-like console output for mount.cfg too.
It will mount, but it will not make IsMounted( "tf2" ) return true.
You should be able to make IsMounted() return true for games you need by editing the mounteddepots.txt file.
All you need to check is the gameinfo.txt.
That could work, but it's still a crappy way of doing this and it will conflict with mountdepots.txt
[editline]28th May 2016[/editline]
I am actually wrong, it doesn't return true for everything on dedicated servers.
[editline]28th May 2016[/editline]
It should return false for everything actually, unless the dedi server is shipped with an edited mountdepots.txt
[editline]28th May 2016[/editline]
But yeah, IsMounted is not broken at all.
[QUOTE=Kevlon;50403168]Are we supposed to have access to crash logs?
[url]https://gist.github.com/Velkon/61602d0153aa33a0f3eece5a4ee887c7[/url]
As it poses "Hardware privacy issues"
[IMG]https://camo.githubusercontent.com/b22dbd6dc5f8ddaff07286ce870d0a93a29f2a7a/687474703a2f2f692e696d6775722e636f6d2f444d31427731582e706e67[/IMG]
There's more info in the logs too[/QUOTE]
oh no
anything but people knowing my cpu/gpu and how much ram i have
[QUOTE=Robotboy655;50403617]That could work, but it's still a crappy way of doing this and it will conflict with mountdepots.txt
[editline]28th May 2016[/editline]
I am actually wrong, it doesn't return true for everything on dedicated servers.
[editline]28th May 2016[/editline]
It should return false for everything actually, unless the dedi server is shipped with an edited mountdepots.txt
[editline]28th May 2016[/editline]
But yeah, IsMounted is not broken at all.[/QUOTE]
mountdepots.txt doesn't exist for me on a clean install and only CS:S and TF2 are marked as mounted (+ HL2 of course).
So this is vanilla GMod server:
[t]http://i.imgur.com/lmXoQgz.png[/t]
IsMounted("ep2") returns false by default unless you override it in mountdepots.txt which you have to manually create.
[editline]28th May 2016[/editline]
[QUOTE=Bo98;50403680]mountdepots.txt doesn't exist for me on a clean install and only CS:S and TF2 are marked as mounted.[/QUOTE]
Yes, that is because it inherits the default mounts from the client if mountdepots.txt doesn't exist, which will mount TF2 CSS and HL2.
[QUOTE=RonanZer0;50403660]oh no
anything but people knowing my cpu/gpu and how much ram i have[/QUOTE]
Yes. I think that is the point he's trying to make. You are agreeing with him that there is no real privacy issue. The quotes around "hardware privacy issues" should make that obvious.
[QUOTE=man with hat;50403711]Yes. I think that is the point he's trying to make. You are agreeing with him that there is no real privacy issue. The quotes around "hardware privacy issues" should make that obvious.[/QUOTE]
Some people just care [b]a lot[/b] more about their privacy. Even if it's just knowing what CPU you have. The logic may seem stupid to some, but not to others. A friend of mine debates with me about this sort of "privacy" stuff all the time.
Seriously though, someone could do worse knowing your IP like taking your connection offline or scanning for vulnerabilities on services you have open to the public versus simply knowing how much memory you have.
However it seems like most "features" where there are conflicts on both sides of opinion don't end up getting added/removed and sometimes aren't even responded to and maybe even forgotten about later down the line.
At least when Garry cared about the game he'd express his (sometimes half-baked) opinion on the matter. It may have caused some drama or fighting but that's going to happen regardless.
I guess, that's one of these easy to add, but hard to get approved features again.
Am I doing something wrong or is DLabelURL no longer underlined?
[IMG]http://i.imgur.com/O4yMmqz.png[/IMG]
(A little while ago)
[IMG]http://i.imgur.com/hxWBVBD.png[/IMG]
To anyone wondering, SysTime is [i]slightly[/i] slower than RealTime.
Over 10000000 iterations:
SysTime: 0.36307825126255
RealTime: 0.21176108355803
When localized:
SysTime: 0.3492823269811
RealTime: 0.18134110523158
[QUOTE=NeatNit;50415309]To anyone wondering, SysTime is [i]slightly[/i] slower than RealTime.
Over 10000000 iterations:
SysTime: 0.36307825126255
RealTime: 0.21176108355803
When localized:
SysTime: 0.3492823269811
RealTime: 0.18134110523158[/QUOTE]
But more accurate.
Is this the thread that the next update day and time will be said?
[QUOTE=baebaeron;50415852]Is this the thread that the next update day and time will be said?[/QUOTE]
There is no set date: it's when there's enough exploit patches/bug fixes/new features to warrant an update and everything is adequately tested. Test on the prerelease/dev branch in the mean time.
[QUOTE=code_gs;50415841]But more accurate.[/QUOTE]
Yes, I know that. I was just curious as to whether there's any point at all for RealTime, which there wouldn't be if SysTime was just as fast or faster. And I mean, the difference is so subtle that there almost isn't.
There wasn't really a point to posting that, I admit, just thought that maybe someone would find it interesting.
No when there is need for an update they will tell me a day before the update is released the time so i can schedule an auto update
There usually is some warning before an update but it's not like they give us a time.
There will be a steam announcement when with a date of the next update, at least 1 week before the update.
[QUOTE=Robotboy655;50416389]There will be a steam announcement when with a date of the next update, at least 1 week before the update.[/QUOTE]
What time of day are updates usually released?
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