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Server Help | ASSS Wiki (-1) | Shanky.com
Packetloss / Latency settings

 
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Maverick
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PostPosted: Mon Jun 27, 2005 3:28 am    Post subject: Packetloss / Latency settings Reply to topic Reply with quote

Hiya,

For some time I have been wondering about the (functionality of the) lagsections in the settings: Sections Latency and PacketLoss.
For both sections I don't understand most keys:

Quote:
Latency
ClientSlowPacketKickoutPercent - Percentage of S2C slow packets before a player is kicked.
ClientSlowPacketSampleSize - Number of packets to sample S2C before checking for kickout.
ClientSlowPacketTime - Amount of latency S2C that constitutes a slow packet.
CutbackWatermark - Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets.
KickOutDelay - Amount of time the server can receive no data from the player before the player is kicked.
LatencyKickOutTime - Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs.
MaxLatencyForKickOut - Maximum latency that allowed before kickout.
MaxLatencyForPrizes - Maximum amount of time that can pass before a shared prize packet is ignored.
MaxLatencyForWeapons - Maximum C2S latency to allow before server disables weapons.
SendRoutePercent - Percentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks)
SlowPacketKickoutPercent - Percentage of C2S slow packets before a player is kicked.
SlowPacketSampleSize - Number of packets to sample C2S before checking for kickout.
SlowPacketTime - Amount of latency C2S that constitutes a slow packet.

PacketLoss
C2SKickOutPercent - ClientToServer packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)
S2CKickOutPercent - ServerToClient packetloss percentage before being kicked (this is percentage that make it 800 = 80% good or allow 20% packetloss)


I removed some of the settings which are quite obvious to understand, but all these above I do not understand.

Can someone help me explain how to use these and/or give me example settings for limiting people having lag over the laglimit of: 150 ms, 1.0% packetloss (both S2C and C2S)

Thanks in advance
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A380
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PostPosted: Mon Jun 27, 2005 6:40 am    Post subject: Reply to topic Reply with quote

I dont know this may help icon_redface.gif http://snrrrub.sscentral.com/SubSpace%201.35%20Misc.%20Offsets.htm
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PostPosted: Mon Jun 27, 2005 11:06 am    Post subject: Reply to topic Reply with quote

If you to allow 1% ploss on both ways you should set PacketLoss:C2SKickOutPercent and PacketLoss:S2CKickOutPercent to 990. That does not mean all with ploss above 1% are kicked if they are within limits set in PacketLoss:SpectatorPercentAdjust.

Afaik 150 ms lag limit (average or current?) can't be set in settings really, they all seem to work in a little different way.


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PostPosted: Mon Jun 27, 2005 1:33 pm    Post subject: Reply to topic Reply with quote

Can you explain me each setting somewhat more thorough then wiki does? I do not understand it at all
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PostPosted: Tue Jun 28, 2005 6:24 am    Post subject: Reply to topic Reply with quote

C2SNoDataTime = Time in 1/100 of a second that a the zone didn't receive data from player for before the above action takes place (100 = 1 second, 6000 = 1 minute). Example: Player lags for say 5 seconds (500 for setting, or 5000 ms in ?ping), and this value is set to 450 (4.5 seconds), then the above event takes place.

The information that I found in the search: http://www.shanky.com/server/faq/subgame2.html#999809314
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PostPosted: Wed Jun 29, 2005 3:53 pm    Post subject: Re: Packetloss / Latency settings Reply to topic Reply with quote

ClientSlowPacketKickoutPercent - 0-1000: How many not slow packets out of 1000 client needs to receive so that it won't be kicked or specced.
ClientSlowPacketSampleSize - Number of packets to sample S2C before checking for kickout. How many of latest packets are used when calculating the currect slow packet percentage. I guess this number is also used in *info commands slow packet percentage.
ClientSlowPacketTime - Amount of latency S2C that constitutes a slow packet. This is in 1/100th seconds. If you set it to 20 it means all S2C packets that take more than 200 ms to reach the client count as slow packet.
CutbackWatermark - Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets. Not sure, bytes/second?
KickOutDelay - Amount of time the server can receive no data from the player before the player is kicked. Again 1/100th secs. If set to 200 it means that if server doesn't receive any data from a client it kicks them out.
LatencyKickOutTime - Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs. Again in 1/100th of seconds.
MaxLatencyForKickOut - Maximum latency that allowed before kickout. As well. I guess this is C2S latency only.
MaxLatencyForPrizes - Maximum amount of time that can pass before a shared prize packet is ignored. As well as this?
MaxLatencyForWeapons - Maximum C2S latency to allow before server disables weapons.
SendRoutePercent - Percentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks) Server can't tell if what exactly is C2S and S2C ping, just what they are combined. Setting this to 500 means it assumes that both S2C and C2S time are equal.
SlowPacketKickoutPercent - Percentage of C2S slow packets before a player is kicked. These are pretty much same as first few values listed, just C2S side.
SlowPacketSampleSize - Number of packets to sample C2S before checking for kickout.
SlowPacketTime - Amount of latency C2S that constitutes a slow packet.

I guess ploss settings was pretty much explained.
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