Difference between revisions of "Latency Settings"

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Revision as of 12:43, 16 January 2005

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.