Hi all, to drop in my two pence on this:
On our 64 player server using sv_downloadurl, we have a different solution.
Instead of running Apache (which is a little bulky just for serving HTTP
requests from Half-Life 2 clients), we run thttpd, a much lighter web server
that also has the advantage of rate limiting. We then limit thttpd's total
outgoing traffic to around 250KB/s.
This never appears to be much of a problem, since when the map does change
to a custom map, typically, only 5-10% of clients end up downloading it -
either the rest of the 60+ clients have it already or disconnect because
it's not de_dust ("OMG WTF I PLEH DUST").
Although, if we're playing a new map that no-one will have, we sometimes
drop the rate limit so our regulars can fetch without waiting too long.
It's all a question of balance - I would find restricting the requests to
HL2 only a little constrained.
Of course, you can always tell people to download maps off the web prior...
> [ ToldYa.GIF of type image/gif deleted ]
*grin*
--
Bart King -- http://www.bart666.com
+44 781 219 5654 -- PGP: 0xC9C3EB8B
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