Our biggest message is 9 bytes and its sent once per client per connect
for the weather system.

It only happens on Internet servers, not LAN or local game. We're
totally stumped, and if this doesn't get fixed, we don't release 2.9.

-Cale

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 1:25 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...

Sounds like you are sending too much data (too many MESSAGE_BEGIN()'s or
too much data in each).

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Cale 'Mazor' Dunlap
> Sent: Wednesday, December 03, 2003 11:09 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] pfnMessageBegin...
>
> Ok, it isn't the temp ent messages. It looks like the temp ents were
> just occurring on the map I was testing on, the lag still occurs on
> other maps.
>
> I turned on net_graph 2 to check out the net traffic. I started up a
> local server and just connected to my own server, I still had hardcore
> lag. I'm not the only one that experienced this either, every
> tester for
> FA has reported this so far. It only seems to happen on
> Internet games,
> I've been told it doesn't happen on LAN games. I also know it doesn't
> happen if I run the game by itself (without a server), using
> -deathmatch
> 1 in the command params.
>
> Could it have something to do with the dedicated server
> software itself?
> We've tried both Steam and WON and we get the same results.
>
> In regards to my net_graph 2 findings, it looks like there's a pretty
> decent size packet (the graph went 3/4 the way up my screen
> in 1024x768
> res) getting sent every half second on the dot. I also noticed some
> other abnormal findings with the lowest graph (the bluish/orange one).
> It would spike twice then be fine for a few seconds, then it'd spike
> twice again, then be fine. Since my findings were pretty systematic I
> assume there's gotta be an explanation for this.
>
> -Cale
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Thursday, December 04, 2003 12:03 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] pfnMessageBegin...
>
>       { svc_temp_entity, "svc_temp_entity", CL_Parse_TempEntity },  //
> 23
>
> Its temp ents, y'all have too many.
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Cale 'Mazor' Dunlap
> > Sent: Wednesday, December 03, 2003 9:48 PM
> > To: [EMAIL PROTECTED]
> > Subject: [hlcoders] pfnMessageBegin...
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm trying to diagnose a nasty lag issue in Firearms 2.9
> > right now, and
> > it seems to be pointing to the fact that the message with
> the index 23
> > is being called WAY too often. The REG_USER_MSG define
> > doesn't start the
> > messages until like, 70 or something like that, so I assume 23 is a
> > message that isn't part of the SDK (some entity updating message
> > maybe?). This is probably a question for one of the guys at valve to
> > answer.
> >
> > If you're not sure what I'm talking about, I'm talking about the
> > messages from server->client and how they're indexed. Every time a
> > message is registered with the engine, it tags a number on
> > it. I'm just
> > trying to figure out what number 23 is and hopefully figure
> out where
> > it's being called constantly and knock it out.
> >
> > This bug is at critical priority right now and needs to be
> fixed ASAP,
> > an answer very soon would be appreciated.
> >
> > -Cale 'Mazor' Dunlap
> > Programmer
> > Firearms Half-Life
> > http://www.firearmsmod.com/
> >
> > --
> >
> >
> >
> > _______________________________________________
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> > archives, please visit:
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> >
> >
>
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>
>
>
>
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