Alexeyt89
Alexeyt89
I have the same problem, when I reload a plugin which has unfinished threaded queries, the queries are turned into non-threaded and if the connection to the MySQL server is...
If I understand right and the idea here is to prevent event transmitting when Plugin_Handled is returned then instead of deleting the event it can be made "local". There is...
> Just blocking transmission of the event wouldn't cover all use cases, since listeners in the server itself would still receive it. What if hook and block all IGameEventListener::FireGameEvent calls...
Here is what accelerator generates when such crashes happen [crashstack.zip](https://github.com/alliedmodders/sourcemod/files/7579179/crashstack.zip) 1 dbi.mysql.ext.so + 0x53276
AcceptInput is like entity outputs - one of the fundamental functions for interracting with entities and as there is a maintaned offset in gamedata, why don't have this hook part...
I seem to have regular crashes for the same reason: https://forums.alliedmods.net/showthread.php?t=328437
If somebody needs it, I set it this way: > tinygltf::TinyGLTF gltf_ctx; tinygltf::WriteImageDataFunction WriteImageData = &tinygltf::WriteImageData; tinygltf::FsCallbacks fs = { &tinygltf::FileExists, &tinygltf::ExpandFilePath, &tinygltf::ReadWholeFile, &tinygltf::WriteWholeFile, nullptr }; gltf_ctx.SetImageWriter(WriteImageData, &fs); I tested...
After recent updates tokens generated with the GetAuthSessionTicket are not valid. Looks like the process was changed a little. Now it doesn't accept obfuscated ip addressess, but requires some "random"...
Web API shows that each of the servers has own unique steamid, so technecally they are not mirrors, beside that in web API the numbers of players are different on...
This problem can't be fixed by a simple patch. Fake servers should be manually filtered on a regular basis as they can't be accuratelly identified by algirithms. In sole CSGO...