Attention: hl programmers
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
in Off-Topic
<div class="IPBDescription">Some free source code</div>This post is for programmers working on a HL mod.
In working on Natural Selection, I've encountered problems with players overflowing. Yahn tells me that this is because NS is sending too much reliable data to a player at once, causing the player to be disconnected. He also mentions that due to the vagaries of different mods and network data usage, the best solution is probably "meter" the network data, ie, network messages should be queued up, and only sent out a fixed rate, to prevent overflowage.
I wrote a general purpose solution and it occurs to me that that other mods could benefit from it.
<a href="http://www.natural-selection.org/iB_html/uploads/cgc-NetworkMeter.zip" target="_blank">http://www.natural-selection.org/iB_html/uploads/cgc-NetworkMeter.zip</a>
The main code is NetworkMeter.* and the hooks to the HL source are explained in NetworkMeterMisc.cpp. I'm still experimenting with values, but right now I have the data rate set to 1000 bytes per second, and we're seeing way less overflows, though we may still be seeing some. If this value is set very low, you'll see delays when joining teams, receiving your weapons list, etc. (but everything should still work).
Feel free to use this code however you like. May your players never overflow again!
In working on Natural Selection, I've encountered problems with players overflowing. Yahn tells me that this is because NS is sending too much reliable data to a player at once, causing the player to be disconnected. He also mentions that due to the vagaries of different mods and network data usage, the best solution is probably "meter" the network data, ie, network messages should be queued up, and only sent out a fixed rate, to prevent overflowage.
I wrote a general purpose solution and it occurs to me that that other mods could benefit from it.
<a href="http://www.natural-selection.org/iB_html/uploads/cgc-NetworkMeter.zip" target="_blank">http://www.natural-selection.org/iB_html/uploads/cgc-NetworkMeter.zip</a>
The main code is NetworkMeter.* and the hooks to the HL source are explained in NetworkMeterMisc.cpp. I'm still experimenting with values, but right now I have the data rate set to 1000 bytes per second, and we're seeing way less overflows, though we may still be seeing some. If this value is set very low, you'll see delays when joining teams, receiving your weapons list, etc. (but everything should still work).
Feel free to use this code however you like. May your players never overflow again!
Comments
(Hopefully I can say this without Flayra nuking me.)
Nope. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<!--EDIT|MonsieurEvil|April 22 2002,14:45-->
The question is this, firstly..where are you located and second do you have plans for servers outside the US, which is where they all seem to be..i'm on a 56k AND i'm in Australia so i can so much killer lag i rarely am able to play online.
thanks and remember
-Follow the monkey-
Welcome to the community TheUberMonkey may your post be thoughtful and useful
And thanks i'll do my best with my posting
I just hope they support NS. It's practically the only way I'll get to play it as a 56ker from NZ.
/me prays