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]

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