The rate is used to compute the time when the next update can be sent to a
client. A a huge value means that the updates can be sent almost anytime.
But the server won't send more than min(66, sv_maxupdaterate) updates to a
client because it has only 66 frames per second, so a player can use
9999999999999999999 for rate without problems (is something like:
nextUpdateTime = currentTime + 0). Anyway you can limit the maximum value
using sv_maxrate, so there's no need to kick players for this.
 
Also the values for convars are retrieved as an int or as a double. If the
convar has an invalid value (+50 or X50 or XyZ or whatever) then the result
is 0 (but a + sign should be valid if the parser is smart, same like - is
valid for negative values). Kicking players for this is silly when you can
enforce the limits using sv_minrate, sv_maxrate, sv_mincmdrate,
sv_maxcmdrate, sv_minupdaterate and sv_maxupdaterate.

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Mart-Jan
Reeuwijk
Sent: Sunday, April 08, 2012 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Poor TF2 performance on a dedicated server

...
And put a plugin in that kicks players for:
- client rate value over 100000 (over 100 k will make the packets from your
server shorter and shorter up to a point where the packet data vs the
content is bigger, yes even if you have sv_maxrate set)
- rate values with a + in front (rate +50000, cl_cmdrate +66, cl_updaterate
+66 etc)
...


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