Hello everyone,
In working on Natural Selection, I've encountered problems with players overflowing. Yahn tells me that this is because NS is sending too much reliable data to a player at once, causing the player to be disconnected. He also mentions that due to the vagaries of different mods and network data usage, the best solution is probably "meter" the network data, ie, network messages should be queued up, and only sent out a fixed rate, to prevent overflowage. I wrote a general purpose solution and it occurs to me that that other mods could benefit from it. http://www.natural-selection.org/iB_html/uploads/cgc-NetworkMeter.zip The main code is NetworkMeter.* and the hooks to the HL source are explained in NetworkMeterMisc.cpp. I'm still experimenting with values, but right now I have the data rate set to 1000 bytes per second, and we're seeing way less overflows, though we may still be seeing some. If this value is set very low, you'll see delays when joining teams, receiving your weapons list, etc. (but everything should still work). Feel free to use this code however you like. May your players never overflow again! -Charlie Charlie Cleveland Game programmer and designer http://www.natural-selection.org [EMAIL PROTECTED] _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

