i've noticed a problem where the network bails out, check out the images in this thread http://taspring.clan-sy.com/phpbb/viewt ... highlight=
what's the problem, and why can't we have a bigger buffer, if this is bite, then that doesn't seem like much of a buffer, it seems kinda arbitrary. Anyway should the code throttle itself down instead of just puking? couldn't you resize the buffer? I'm guessing that would require a message to the "peers" to tell them to resize their recieve buffer (no checking is done on the inbound datasize!!!!!!!!!), also it doesn't appear that game server even checks the return value of SendData()
Thoughts?????? or should i hack up an AI level solution like AF did....
network overflow
Moderator: Moderators
Re: network overflow
i think the game was not developed towards this situation where you have 2000 units send network commands.greenail wrote:i've noticed a problem where the network bails out, check out the images in this thread http://taspring.clan-sy.com/phpbb/viewt ... highlight=
what's the problem, and why can't we have a bigger buffer, if this is bite, then that doesn't seem like much of a buffer, it seems kinda arbitrary. Anyway should the code throttle itself down instead of just puking? couldn't you resize the buffer? I'm guessing that would require a message to the "peers" to tell them to resize their recieve buffer (no checking is done on the inbound datasize!!!!!!!!!), also it doesn't appear that game server even checks the return value of SendData()
Thoughts?????? or should i hack up an AI level solution like AF did....
Normally in very big games when you have 2000 units more than 50% of them barely dont send commands (like solars and mexes and so..).
Note:you might also somewhere have some misscalculations and be sending more than one command to each unit ? that could have a chain reaction like that i guess
You have to restrict the AI from sending so much. It would be nice if the AI is playable in co-op, and that probably isn't possible when you flood the network buffer.
A good AI doesn't have to flood.
If you see the replays getting several MBs for even a small game then you are really doing something wrong....
A good AI doesn't have to flood.
If you see the replays getting several MBs for even a small game then you are really doing something wrong....
I'm not sure my questoin was addressed.
1. why is the network buffer static at 40000?
I gave the command to move all those units, it should have nothing to do with AI realy, my AI checks to make sure that it isn't giving commands to units that already have a command in the queue and since i told them ot move the queue was not empty(). There shouldn't be a reason that we can setup variable buffer sizes, LAN game is a prime example of where you shouldn't ever see this limit.
1. why is the network buffer static at 40000?
I gave the command to move all those units, it should have nothing to do with AI realy, my AI checks to make sure that it isn't giving commands to units that already have a command in the queue and since i told them ot move the queue was not empty(). There shouldn't be a reason that we can setup variable buffer sizes, LAN game is a prime example of where you shouldn't ever see this limit.