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]
>
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