I don't think his problem is one message per second...Probably more like
he's trying to send tens or hundreds per second.  The buffer can accept
something like 4k of data before overflowing.


> -----Original Message-----
> From: Reedbeta [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, November 28, 2001 5:06 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Overflow problem
> 
> 
> I think the best solution is probably to send the messages 
> less often.  IE, you
> don't need to regenerate 1 armour unit (or whatever) per 
> second, you could just
> do 10 armour units per 10 seconds.  That would reduce the net 
> traffic due to
> the armour message by a factor of 10.  Or you could just 
> predict the armour
> regeneration on the client side, and eliminate the messaging 
> entirely (except
> for when the player gets damaged or gets a powerup or 
> something that affects
> his armour).
> 
> --- _Phantom_ <[EMAIL PROTECTED]> wrote:
> > Ah, yes, ta Leon and Botman.. I think I've worked it out... 
> the armor
> > regenerates for the whole game, so it's probably those 
> armor messages that
> > are causing the problem (100 -> 6000 takes a while) as that 
> was the only
> > major change since the last test.
> > 
> > So, I now need a new way around it...
> > 
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