halflife
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[CS] Muting players will sometimes mute multiple people.
] version
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
Exe build: 10:34:27 Feb 21 2013 (5964)
When you mute players with the player list -> mute function, it will sometimes mute 1 or 2 more players in addition to the selected player.
Before muting: http://vp-zp.com/zp/goldsrc/not-muted.jpg After muting: http://vp-zp.com/zp/goldsrc/muted.jpg
When I muted the highlighted player, it also muted "shulace", confirmed he was actually muted cause I was in ventrilo with him and had him attempt to talk in game.
Fairly sure this bug has been around for a while, seems to happen in servers with around 25+ players in the server.
IP of the server: 208.146.44.38:27015, it's usually full at nights. (happens on any server with around 25+ people in it though)
I assume this is a non-steam server? If so, "muting" works by Steam_ID, non-steam clients might have identical Steam ID, so muting will block all clients with the same Steam ID.
No, It's an up-to-date steam server.
hostname: - UNITY - 1000 fps seattle
version : 48/1.1.2.7/Stdio 5956 secure (10)
tcp/ip : 208.146.44.38:27015
I've seen this before too. Also on some rare occasions some players will be muted to you in that player list already.
This is not a no steam related bug but a steam one. I experienced that too.
I can reproduce it on this server: 77.220.180.188:33333 (BUILD 5787) video: http://youtu.be/q4biTOkhNRM I'm 100% sure it's a steam server.
Yes, I've also seen this happen in Half-Life 1. When I mute players through scoreboard, I see different players being muted in a different game session. There was also a time when I unmute a player, it will unmute two players. I'm not entirely sure how to re-produce this issue.
HL version on Windows: Exe build: 19:06:31 Oct 7 2024 (10210)
As far as I remember, this happens because the game client mutes other players by their hashedcdkey field (which it receives in the svc_updateuserinfo message from the server). The hashedcdkey field is in turn the md5 hash of the \cdkey\ key that the server receives in the C2S_CONNECTION message when the client connects. The client generates this key inside CL_SendConnectPacket, in the CL_GetCDKeyHash function - the client gets the md5 from its IP address.
I believe that when this mechanism was created, all clients used their own unique external addresses, but today many use NAT to access the Internet, so the client will take the md5 of 192.168.x.x of its IP address. Local addresses under NAT can often coincide, and as a result, \cdkey\value, hashedcdkey, as well as voice mutes will coincide.