Difference between revisions of "Latency Settings"

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[Latency] These settings determine how the server and clients treat [[latency]] (delay between packet sends and receives).
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=== SendRoutePercent ===
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''Datatype:'' Tenths of a percent (300 to 800).
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Percentage of the ping time that is spent on the ClientToServer portion of the ping. (Used in more accurately syncronizing clocks.)
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=== KickOutDelay ===
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''Datatype:'' Hundredths of seconds (100 to 2000).
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Time the server can receive no data from a client before it kicks it.
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=== S2CNoDataKickoutDelay ===
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''Datatype:'' Hundredths of seconds (100 to 32000).
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Time a client can receive no data from server before it automatically disconnects. This must be higher than the KeepAliveDelay specified in [[server.ini]].
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=== NoFlagDelay ===
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''Datatype:'' Hundredths of seconds (100 to 1000).
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If the server does not receive packets from a client for this amount of time, it denies them the ability to pick up flags. Use this setting to prevent players from taking advantage of lag to grab flags.
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=== NoFlagPenalty ===
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''Datatype:'' Hundredths of seconds (300 to 32000).
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If a user triggers the above NoFlagDelay, the server will continue denying flag pickups for this long after it starts receiving packets again.
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=== SlowPacketTime ===
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''Datatype:'' Hundredths of seconds (20 to 200).
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The server will consider a C2S packet slow if it takes this long or longer to receive.
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=== SlowPacketKickoutPercent ===
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''Datatype:'' Tenths of a percent (0 to 1000).
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The server will kick a client if this percentage of its C2S packets are slow. (See above setting.)
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=== SlowPacketSampleSize ===
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''Datatype:'' Count (50 to 1000).
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Number of packets to sample C2S latency before checking for kickout. (See above setting.) Only in very rare cases will this need to be altered, so just leave it at its default.
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=== ClientSlowPacketTime ===
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''Datatype:'' Hundredths of seconds (20 to 200).
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The client will consider an S2C packet slow if it takes this long or longer to receive.
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=== ClientSlowPacketKickoutPercent ===
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''Datatype:'' Tenths of a percent (0 to 1000).
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The client will automatically disconnect if this percentage of its S2C packets are slow. (See above setting.)
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=== ClientSlowPacketSampleSize ===
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''Datatype:'' Count (50 to 1000).
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Number of packets to sample S2C latency before checking for kickout. (See above setting.) Only in very rare cases will this need to be altered, so just leave it at its default.
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=== MaxLatencyForWeapons ===
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''Datatype:'' Hundredths of seconds (20 to 200).
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Maximum C2S latency to allow before server disables a player's weapons.
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=== MaxLatencyForPrizes ===
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''Datatype:'' Hundredths of seconds (50 to 800).
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Maximum latency allowed before a shared prize packet is ignored.
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=== MaxLatencyForKickOut ===
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''Datatype:'' Hundredths of seconds (40 to 200).
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The server will consider a client lagging if its packet latency meets or exceeds this time. (See below setting.)
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=== LatencyKickOutTime ===
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''Datatype:'' Hundredths of seconds (300 to 3000).
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Time a client can lag before the server will kick it from the game. (See above setting.)
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=== CutbackWatermark ===
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''Datatype:'' Count (500 to 32000).
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The server will cut back on packet sending by skipping non-critical packets if it sends this much data per second to a client.
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=== C2SNoDataAction ===
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''Datatype:'' Sum (bitfield).
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Determines action(s) to take if above value is exceeded.
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* 1=Display Sysop Warning
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* 2=Spec Player
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* 4=Kick
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=== C2SNoDataTime ===
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''Datatype:'' Hundredths of a second.
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If above setting (C2SNoDataAction) is set, this is the delay that a player's ping can be maxed at during a position packet before server takes the action.
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=== NegativeClientSlowPacketTime ===
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''Datatype:'' Hundredths of a second.
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If a packet has a timestamp farther in the future than this, the server will consider it a slow packet. Feature is still experimental. ''Special Value:'' 0 = check disabled.
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[[Category: Settings]]

Latest revision as of 22:40, 28 September 2007

[Latency] These settings determine how the server and clients treat latency (delay between packet sends and receives).

SendRoutePercent

Datatype: Tenths of a percent (300 to 800).

Percentage of the ping time that is spent on the ClientToServer portion of the ping. (Used in more accurately syncronizing clocks.)


KickOutDelay

Datatype: Hundredths of seconds (100 to 2000).

Time the server can receive no data from a client before it kicks it.


S2CNoDataKickoutDelay

Datatype: Hundredths of seconds (100 to 32000).

Time a client can receive no data from server before it automatically disconnects. This must be higher than the KeepAliveDelay specified in server.ini.

NoFlagDelay

Datatype: Hundredths of seconds (100 to 1000).

If the server does not receive packets from a client for this amount of time, it denies them the ability to pick up flags. Use this setting to prevent players from taking advantage of lag to grab flags.


NoFlagPenalty

Datatype: Hundredths of seconds (300 to 32000).

If a user triggers the above NoFlagDelay, the server will continue denying flag pickups for this long after it starts receiving packets again.


SlowPacketTime

Datatype: Hundredths of seconds (20 to 200).

The server will consider a C2S packet slow if it takes this long or longer to receive.


SlowPacketKickoutPercent

Datatype: Tenths of a percent (0 to 1000).

The server will kick a client if this percentage of its C2S packets are slow. (See above setting.)


SlowPacketSampleSize

Datatype: Count (50 to 1000).

Number of packets to sample C2S latency before checking for kickout. (See above setting.) Only in very rare cases will this need to be altered, so just leave it at its default.


ClientSlowPacketTime

Datatype: Hundredths of seconds (20 to 200).

The client will consider an S2C packet slow if it takes this long or longer to receive.


ClientSlowPacketKickoutPercent

Datatype: Tenths of a percent (0 to 1000).

The client will automatically disconnect if this percentage of its S2C packets are slow. (See above setting.)


ClientSlowPacketSampleSize

Datatype: Count (50 to 1000).

Number of packets to sample S2C latency before checking for kickout. (See above setting.) Only in very rare cases will this need to be altered, so just leave it at its default.


MaxLatencyForWeapons

Datatype: Hundredths of seconds (20 to 200).

Maximum C2S latency to allow before server disables a player's weapons.


MaxLatencyForPrizes

Datatype: Hundredths of seconds (50 to 800).

Maximum latency allowed before a shared prize packet is ignored.


MaxLatencyForKickOut

Datatype: Hundredths of seconds (40 to 200).

The server will consider a client lagging if its packet latency meets or exceeds this time. (See below setting.)


LatencyKickOutTime

Datatype: Hundredths of seconds (300 to 3000).

Time a client can lag before the server will kick it from the game. (See above setting.)


CutbackWatermark

Datatype: Count (500 to 32000).

The server will cut back on packet sending by skipping non-critical packets if it sends this much data per second to a client.


C2SNoDataAction

Datatype: Sum (bitfield).

Determines action(s) to take if above value is exceeded.

  • 1=Display Sysop Warning
  • 2=Spec Player
  • 4=Kick

C2SNoDataTime

Datatype: Hundredths of a second.

If above setting (C2SNoDataAction) is set, this is the delay that a player's ping can be maxed at during a position packet before server takes the action.


NegativeClientSlowPacketTime

Datatype: Hundredths of a second.

If a packet has a timestamp farther in the future than this, the server will consider it a slow packet. Feature is still experimental. Special Value: 0 = check disabled.