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Well, I'm not sure how much bandwidth would really be saved by changing the
networking of armor or health (only an int trimmed to 8 bits?) but here is
something I found that might save a lot of bandwidth..

I got the idea for this from a comment in baseanimatingoverlay.cpp:

// These are in their own separate data table so CCSPlayer can exclude all
of these.
SendPropDataTable( "overlay_vars", 0, &REFERENCE_SEND_TABLE( DT_OverlayVars
) )

My goal was then to be able to provide all the same stuff the SDK MP player
needs, but be able to exclude DT_OverlayVars and possibly turn on
UseClientSideAnimation().

So I decided to send an array of smaller layers (just seq. # and parity)
instead of a utl vector of CAnimationLayers (seq #, cycle, prevcycle,
weight, order). The layer cycle is instead worked out on the client and
server seperately and in AccumulateLayers (client) and GetSkeleton (server)
I do the pose accumulation like baseanimatingoverlay would. It works
perfectly, although I haven't included all of the functionality of
CBaseAnimatingOverlay I've got enough to reproduce HL2DM and exclude the
following from my player class:

SendPropExclude( "DT_OverlayVars", "m_AnimOverlay" ),
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),

and turn on

UseClientSideAnimation()

in my player constructor. That looks like it'd save a bunch of bandwidth,
no?

On 9/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Although I'm not actively searching for this sort of thing, as some may
> have noticed from http://tinyurl.com/m2n5j I'm concerned about possible
> wasted bandwidth.
>
> So, is the armor network code more of a bandwidth hog, with the
> MsgFunc_Battery() message-passing, than the normal SendPropInt()
> networking?  If so, why is it done this way?  Is there some advantage in the
> closed-source side of things?
>
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