I have two options for doing this:ġ) Send all of the ban information once to the clients that have access to it, but at a slower, more reliable rate, then have all of the filter processing done client-side.Ģ) Have the clients send filter data to the server, the server will then process the filter and send the results back to the client. I'll probably make the new ban menu a priority (Well, that and getting XGUI working for Gmod13), but for filtering my idea was to allow clients to filter any fields on ban information so they can pinpoint bans they're looking for. I do have plans to change the ban menu to only display a "page" of bans at a time (25 or so), then add cool features like searching/filtering, but I haven't gotten around to it. )Īlso the banmenu is one of the things I haven't optimized extensively yet. (When I originally designed the ban menu I didn't really think about servers having so many bans- I don't run a server, if you can't tell.
I have tested XGUI with a couple thousand bans before, but they didn't contain any extraneous information (just the SteamID and unban "0"), so this partly an issue that I haven't done proper testing of. When you get the data on join it tends to be less noticeable since everything else is loading, and most people expect there to be some lag when they first get into a server. I think there is a slight but noticeable lag in most cases when you receive the bandata. I noticed that there was a lot of UL* messages (from ULibs custom datastream I think), but there was always a "ULStart" usermessage sent with nothing after it (no ULPacket or ULEnd following), right before the crash.Įdit: I'm sure there's a good reason for this, but why exactly do you send all details of all server bans to people with access to the xgui bans menu when they join? Surely it would make more sense to send the information when they request it - i.e. I made a quick script to log calls to umsg.Start, writing the name of the usermessage to a text file if the target had my SteamID. May or may not be related, but when I was originally investigating the source of this (before I knew it was ULX), due to the extra delay in crashing when joining a busy server compared to an empty one, I did suspect networking was the cause. I have about 400 bans, I removed them all and added a few new ones and it worked fine.
Joining then giving group access does crash too, yes.