πŸŽ‰

On Fri, Jun 24, 2022, 12:37 PM Joshua Ashton <[email protected]> wrote:

> It is unintentional for it to do anything on the client. There would be
> no purpose to a client ignoring disconnect messages from a server.
>
> As mentioned earlier in the thread, this will be fixed in the next update.
>
> - Joshie 🐸✨
>
> On 6/24/22 16:31, Arron Vinyard wrote:
> > tl;dr if possible, it would be ideal if client side default is 1 and
> > server default is 0
> >
> > On Fri, Jun 24, 2022, 12:30 PM Arron Vinyard <[email protected]
> > <mailto:[email protected]>> wrote:
> >
> >     The difference that I understand between the client and the server
> >     convar is when the client sets it to 1, they will receive the reason
> >     from the server. when the server sets the convar to 1, they will
> >     receive reasons from the client.
> >
> >     On Fri, Jun 24, 2022, 12:27 PM Arron Vinyard <[email protected]
> >     <mailto:[email protected]>> wrote:
> >
> >         It would make sense to me for client to always be able to
> >         receive server disconnect reasons, since the issue was in
> >         clients sending reasons to the server. so if the issue has not
> >         been resolved directly, then the servers shouldn't receive
> >         messages from clients by default. If server owners need the
> >         reason, they can still retrieve one from the player disconnect
> >         event.
> >
> >         On Fri, Jun 24, 2022, 12:00 PM Tohru Adachi <[email protected]
> >         <mailto:[email protected]>> wrote:
> >
> >             I've just done more testing myself on one of my live servers
> >             and I'm
> >             more sure this is meant to be a client convar as it's only
> >             showing when
> >             the client is setting to 1.
> >
> >             When both client and server are at 0, returned value is
> >             generic d/c message.
> >             When client is at 0 and server is at 1, returned value is
> >             generic d/c
> >             message.
> >             when client is at 1 and server is at 0, returned value is
> >             kick message
> >             as specified by admin.
> >             When client is at 1 and server is at 1, returned value is
> >             kick message
> >             as specified by admin.
> >
> >             Keep in mind I'm going off of a server with SourceMod
> >             installed, where
> >             the KickClient() function can pass a custom disconnect
> >             reason, and I'm
> >             not 100% still, based on the rather vague description of
> >             "Show client
> >             disconnect reason" as it's not clear if it's intended for
> >             use by a
> >             server operator or client as there's no toggle in the
> >             settings menu (or
> >             adv. settings) for it on the client's end.
> >
> >                         ----
> >             5DE7 65CE F99A B8FB 62A3
> >             6613 A792 D15F DA9E F531
> >
> >
> >             -------- Original Message --------
> >             From: Alex - osyu at pm.me <http://pm.me> (via hlds list)
> >             [mailto:[email protected]
> >             <mailto:[email protected]>]
> >             Sent: Friday, June 24, 2022, 2:10 PM
> >             To: [email protected]
> >             <mailto:[email protected]>,
> [email protected]
> >             Subject: [hlds]  Re: [hlds_announce] Mandatory Team Fortress
> >             2 update
> >             released
> >
> >             On Friday, June 24th, 2022 at 9:01 AM, Weasel [F&M]
> >             <[email protected]> wrote:
> >             So if I can correctly from the discussion so far in this
> >             thread, setting
> >             net_disconnect_reason on server side, is basically just for
> >             the purpose
> >             of having the reason show up in the server side logs?
> >
> >             Yes, also to show in chat to other players. It was never
> >             supposed to be a
> >             client-side var according to its description (and to
> >             Joshua's replies in
> >             here), it affecting the client was an oversight.
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> >
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> >
>
>
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