You've got good points there.

I use the system to get rid of total ~10-25/s rate laggy players, who are 
very clearly moving jiggy. They don't have high ping, but for some reason 
they move by jumping one meter at a time. I believe that's because of low 
update rates. Anyways, they move laggy and I believe this system catches 
them better than anything else.

The server does extrapolation and interpolation, which should dampen the 
loss of update packets. It probably works quite well, because on my server 
there are all the time players who have rates jumping between 30-66/s, and 
everybody seems to move smooth.

I believe this system could be used to create "truly 66/100 tick servers", 
which make sure that *all* players do send 66 updates per second all the 
time. At least if I had one of those 1000 fps 100 tick servers, I sure 
would like to be sure that everybody who play there are doing the most of 
it.

In more casual way this is probably better used to kick those laggy low 
raters who have hacked their cl_cmdrate (or ping) to show something else 
than the truth. Also one of my plans has been to dump the status of 
players to a web page. Then everybody could say something like "rates" 
in-game and they'd see this web page and could check everybody's rates. 
Now there are many players just looking at each other's cl_cmdrates and 
calling them low raters groundlessly

Someone might think that it's wrong to calculate packets as "updates" 
because one packet may contain multiple commands. This is true, but it's 
probably about one in a million packets that contains more than one 
command. Most packets that I see are around 35 bytes containing probably 
no commands at all.

Thanks for feedback. I hope to see some results from other server admins.

--
Ghost

On Tue, 2 Sep 2008, Crazy Canucks wrote:

> Someone official can correct me if I am wrong, but from everything I
> have read, lagging clients have absolutely no effect on the server, or
> on any player other than themselves (other than in certain cases with
> extremely low update rates where the client may appear to "skip").  High
> ping and low update kickers in general though only serve to reinforce an
> unwarranted bias against those who may be connecting to a server from a
> distance, or whose hardware, or connection might not be ideal.
>
> If your aim is to create an "in-crowd" of rich players with the latest
> hardware and perfect connections, then this sort of plugin will
> accomplish that admirably.  If your aim is to create a competitive
> server environment which provides the best possible technical support,
> in terms of bandwidth and update rates, for your clients, this sort of
> plugin will have no effect whatsoever.  If your aim is to create a fun,
> competitive server with a great atmosphere, this kind of plugin will
> have the opposite effect...
>
> Cheers, Drek

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