* DarkM: build-fix for engine msg caching
* style + promote ptr casting to uintptr_t.
* sync type to uintptr_t in pm.h
* return of the uint32_t
* update header.
* oh, right, unsigned int...
* Avoid losing console messages.
Buffers up to 16k bytes of SVC_Print if buffer would overflow, then sends chunks every frame.
Sends up to 2048 bytes per frame and does not split messages.
* UNTESTED! Switch to ke::LinkedList<ke::AString> for PrintfBuffer.
Switch from OnGameFrame to FramAction.
Fix compiling on Episode1 by essentially disabling the feature.
* UNTESTED! Cleanup on disconnect, passthrough for >= 2048 msgs
* try reference for CPlayer.
* fix
* remove m_PrintfStop
* remove m_PrintfStop
* ensure empty queue when netchan drops
* flip to serials.
* serials
* style
* Update PlayerManager.cpp
* lift consts to header.
* remove local const references
* ep1 static const
* flip to queue - fix serial on resched.
* Update PlayerManager.h
* Update PlayerManager.cpp
* Update PlayerManager.h
* am-deque.h
Co-authored-by: Kyle Sanderson <kyle.leet@gmail.com>
Added game color config & specific settings for L4D/L4D2
Created the following keys:
"Team1Color" "75,255,75,255"
"Team2Color" "255,75,75,255"
"Team3Color" "75,75,255,255"
"Team4Color" "255,128,0,255"
"TeamUnknownColor" "255,255,255,255"
Added a specific setting for L4D/L4D2 game:
"Team2Color" "75,75,255,255"
"Team3Color" "255,75,75,255"
https://crash.limetech.org/stats/dbi.mysql.ext.%25/my_real_readhttps://crash.limetech.org/stats/dbi.mysql.ext.%25/net_real_write
Both of these are caused by the VIO ptr ending up as null in the middle of reading/writing to a connection - I can't find any indication of a fix for this made to MySQL, so don't think it is a bug fix we're missing, but there are some musings around the internet that it could be caused by improper thread-safety initialisation.
`my_init` (what we had here) is called internally by `mysql_library_init` but I think would have still led to an automatic `mysql_library_init` call the first time `mysql_init` was called (which we can do on a thread in case of threaded connections), which is exactly the thread-safety issue called out by the MySQL docs, so hopefully doing things properly here will help.
* Fix CSGO Update crash (11/19/2019)
We know what happened when Valve do something big.
Not tested on Linux
* Fix RoundRespawn on Windows
* Fix TerminateRound on Linux x86
* Comment out Linux x64 part of TerminateRound
Better leave blank here.