Difference between revisions of "Latency Settings"
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Revision as of 12:43, 16 January 2005
Contents
- 1 SendRoutePercent
- 2 KickOutDelay
- 3 NoFlagDelay
- 4 NoFlagPenalty
- 5 SlowPacketKickoutPercent
- 6 SlowPacketTime
- 7 SlowPacketSampleSize
- 8 ClientSlowPacketKickoutPercent
- 9 ClientSlowPacketTime
- 10 ClientSlowPacketSampleSize
- 11 MaxLatencyForWeapons
- 12 MaxLatencyForPrizes
- 13 MaxLatencyForKickOut
- 14 LatencyKickOutTime
- 15 S2CNoDataKickoutDelay
- 16 CutbackWatermark
- 17 C2SNoDataAction
- 18 C2SNoDataTime
- 19 NegativeClientSlowPacketTime
SendRoutePercent
- Min: 300
- Max: 800
Percentage of the ping time that is spent on the ClientToServer portion of the ping. (used in more accurately syncronizing clocks)
KickOutDelay
- Min: 100
- Max: 2000
Amount of time the server can receive no data from the player before the player is kicked.
NoFlagDelay
- Min: 100
- Max: 1000
Amount of time before the server can receive no data from the player before it denies them the ability to pick up flags.
NoFlagPenalty
- Min: 300
- Max: 32000
Amount of time user is penalized when they exceed the NoFlagDelay.
SlowPacketKickoutPercent
- Min: 0
- Max: 1000
Percentage of C2S slow packets before a player is kicked.
SlowPacketTime
- Min: 20
- Max: 200
Amount of latency C2S that constitutes a slow packet.
SlowPacketSampleSize
- Min: 50
- Max: 1000
Number of packets to sample C2S before checking for kickout.
ClientSlowPacketKickoutPercent
- Min: 0
- Max: 1000
Percentage of S2C slow packets before a player is kicked.
ClientSlowPacketTime
- Min: 20
- Max: 200
Amount of latency S2C that constitutes a slow packet.
ClientSlowPacketSampleSize
- Min: 50
- Max: 1000
Number of packets to sample S2C before checking for kickout.
MaxLatencyForWeapons
- Min: 20
- Max: 200
Maximum C2S latency to allow before server disables weapons.
MaxLatencyForPrizes
- Min: 50
- Max: 800
Maximum amount of time that can pass before a shared prize packet is ignored.
MaxLatencyForKickOut
- Min: 40
- Max: 200
Maximum latency that allowed before kickout.
LatencyKickOutTime
- Min: 300
- Max: 3000
Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs.
S2CNoDataKickoutDelay
- Min: 100
- Max: 32000
Amount of time a user can receive no data from server before connection is terminated.
CutbackWatermark
- Min: 500
- Max: 32000
Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets.
C2SNoDataAction
0=Use Normal Method (Above settings) 1=Display Sysop Warning, 2=Spec Player, 3=Warning&Spec, 4=Kick, 5=Warning&Kick, 6=Kick&Spec, 7=Warning&Kick&Spec
C2SNoDataTime
If above setting (C2SNoDataAction) is set, this is the delay (in 1/100 of a second [100 = 1 second, 60000=1 minute]) that a player's ping can be maxed at during a position packet before action takes place
NegativeClientSlowPacketTime
Packets with future timestamp farther in future than this variable are considered as slow packets (0=disabled). Feature is still experimental.