Yea i know what you mean. The only real message I changed between last
version and this is fixing a problem with our 3rd person laser beam effect.
They had a tendency to pop up in the middle of nowhere
so I popped the code from the weapon classes into the player class This is
at the very top of CBasePlayer::ItemPostFrame:
CWasteWeapon *pWeap = (CWasteWeapon*)(m_pActiveItem);
if( pWeap != NULL )
{
if( pWeap->bLaserActive() )
{
// TODO: This seems kinda heavy. We should
// Store the ent indices in a global array and update from there.
// Sigh... for now i gotta do it this way. There has to be a better way
but
// For now a quick fix will do.
MESSAGE_BEGIN( MSG_PVS, gmsgLaserInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_BYTE( 1 );
MESSAGE_END();
}
else
{
MESSAGE_BEGIN( MSG_ALL, gmsgLaserInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_BYTE( 0 );
MESSAGE_END();
}
}
else
{
MESSAGE_BEGIN( MSG_ALL, gmsgLaserInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_BYTE( 0 );
MESSAGE_END();
}
Notice my TODO statement.... sucks when getting something done involves a
four letter word. Does it seem like this would have a noticeable impact?
Between last version and current version people are getting choke more and
more and its not cool :(
----- Original Message -----
From: "Pat Magnan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 20, 2003 12:14 AM
Subject: Re: [hlcoders] Net problems: choke
> - Excessive messages are a logical starting point
> - Including player data in the entity updates and having a lot of moving
> entities (like we do with helicopters and APCs) is another thing to check
> (if you added things to delta.lst or use that for significant amount of
> client updates as we do). I made this mistake once.
>
> Don't know of any articles, and finding these things was for us a very
> manual process. Also, be wary of sending messages to all players in loops
> and such, particularly at initialization, we were flooding clients with
> that at one time).
>
> If you have a 'zone' type entity, don't send messages for in/out of the
> zone, use something in a delta instead (much more efficient, you send bits
> rather than bytes).
>
> Hope those are some places to look for evilness in your code. You could
try
> disabling some of the changes you've made. Testing early and often helps,
> but it's often hard to manage with a really rough product and volunteer
> testers who have more polished mods to play :).
>
> Good luck!
>
> At 12:13 AM 6/20/2003 -0400, you wrote:
> >This is a multi-part message in MIME format.
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Has anyone else had any seemingly rare problems where their mod gave some
> >people an unusually high choke?
> >In one server on the first map, My choke was nearing 100 and It was as if
> >i lagged out but had 40ms ping, next map it was on 2 other people, but my
> >choke was 80-90 yet it was very smooth for me.
> >
> >If there are any articles code related to HL choke as possible causes
(I'm
> >thinking MESSAGE_BEGIN/ENDs...) I would be much obliged
> >--
> >
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>
>
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