Excellent, we have sporadic problems with reliable overflows, so this is great to have.
Thanks for sharing :) ----- Original Message ----- From: "Charlie Cleveland" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, April 19, 2002 3:54 PM Subject: [hlcoders] Network metering source code > > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

