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]
> >
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> >
>
>
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