This was the solution approved to me by Mike Dussault. I don't know if its made its way into the HL codebase, but it certainly fixed our bug with no adverse affects on the voice features.
>From: "Cortex" <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Network metering source code >Date: Mon, 22 Apr 2002 19:20:58 +0200 > >You should comment out the calls to UpdateMasks() in >CVoiceGameMgr::ClientCommand. > >Really ?? I didn't know this tip... Is it a "home-made" fix or a Valve >approuved fix ? I mean "Does this fix not affect the Voice System ?". > > - Cortex : mapper & coder www.hlalbator.fr.st > >----- Original Message ----- >From: Mugsy _ >To: [EMAIL PROTECTED] >Sent: Sunday, April 21, 2002 9:04 PM >Subject: Re: [hlcoders] Network metering source code > > > >Hey Charlie, > >Are your players overflowing all the time? at random times or at one >specific point in the game? Unless youre doing some really bad loops with >messages being sent inside them, or youre sending big hunks of data, you >shouldnt have to change the networking.. Especially with all the client >stuff I know you're doing. > >Make sure you've fixed the bug with the voice manager that causes >overflows. >You should comment out the calls to UpdateMasks() in >CVoiceGameMgr::ClientCommand. > >Also, I made a metamod dll that counts user messages. Its very basic, but >if >you want it gimme a shout. > >Mugsy > > >From: Charlie Cleveland <[EMAIL PROTECTED]> > >Reply-To: [EMAIL PROTECTED] > >To: [EMAIL PROTECTED] > >Subject: [hlcoders] Network metering source code > >Date: Fri, 19 Apr 2002 10:54:38 -0400 > > > > > > 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 > > > > >_________________________________________________________________ >Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. > >_______________________________________________ >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 > _________________________________________________________________ Join the world�s largest e-mail service with MSN Hotmail. http://www.hotmail.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

