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 ===  
 
=== SendRoutePercent ===  
* Min: 300
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''Datatype:'' Tenths of a percent (300 to 800).
* Max: 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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Percentage of the ping time that is spent on the ClientToServer portion of the ping. (Used in more accurately syncronizing clocks.)
  
  
 
=== KickOutDelay ===  
 
=== KickOutDelay ===  
* Min: 100
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''Datatype:'' Hundredths of seconds (100 to 2000).
* Max: 2000
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Amount of time the server can receive no data from the player before the player is kicked.
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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.
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=== NoFlagDelay ===
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''Datatype:'' Hundredths of seconds (100 to 1000).
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Time before the server can receive no data from the player before 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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Time user cannot pick up flags after exceeding the NoFlagDelay.
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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.)
  
=== 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.
 
  
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=== ClientSlowPacketTime ===
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''Datatype:'' Hundredths of seconds (20 to 200).
  
=== NoFlagPenalty ===
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The client will consider an S2C packet slow if it takes this long or longer to receive.
* Min: 300
 
* Max: 32000
 
Amount of time user is penalized when they exceed the NoFlagDelay.
 
  
  
=== SlowPacketKickoutPercent ===  
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=== ClientSlowPacketKickoutPercent ===
* Min: 0
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''Datatype:'' Tenths of a percent (0 to 1000).
* Max: 1000
 
Percentage of C2S slow packets before a player is kicked.
 
  
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The client will automatically disconnect if this percentage of its S2C packets are slow. (See above setting.)
  
=== SlowPacketTime ===
 
* Min: 20
 
* Max: 200
 
Amount of latency C2S that constitutes a slow packet.
 
  
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=== ClientSlowPacketSampleSize ===
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''Datatype:'' Count (50 to 1000).
  
=== SlowPacketSampleSize ===
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Number of packets to sample S2C latency before checking for kickout. (See above setting.)
* Min: 50
 
* Max: 1000
 
Number of packets to sample C2S before checking for kickout.
 
  
  
=== ClientSlowPacketKickoutPercent ===  
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=== MaxLatencyForWeapons ===
* Min: 0
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''Datatype:'' Hundredths of seconds (20 to 200).
* Max: 1000
 
Percentage of S2C slow packets before a player is kicked.
 
  
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Maximum C2S latency to allow before server disables a player's weapons.
  
=== ClientSlowPacketTime ===
 
* Min: 20
 
* Max: 200
 
Amount of latency S2C that constitutes a slow packet.
 
  
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=== MaxLatencyForPrizes ===
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''Datatype:'' Hundredths of seconds (50 to 800).
  
=== ClientSlowPacketSampleSize ===
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Maximum latency amount of time that can pass before a shared prize packet is ignored.
* Min: 50
 
* Max: 1000
 
Number of packets to sample S2C before checking for kickout.
 
  
  
=== MaxLatencyForWeapons ===  
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=== MaxLatencyForKickOut ===
* Min: 20
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''Datatype:'' Hundredths of seconds (40 to 200).
* Max: 200
 
Maximum C2S latency to allow before server disables weapons.
 
  
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The server will consider a client lagging if its packet latency meets or exceeds this time. (See below setting.)
  
=== MaxLatencyForPrizes ===
 
* Min: 50
 
* Max: 800
 
Maximum amount of time that can pass before a shared prize packet is ignored.
 
  
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=== LatencyKickOutTime ===
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''Datatype:'' Hundredths of seconds (300 to 3000).
  
=== MaxLatencyForKickOut ===
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Time a client can lag before the server will kick it from the game. (See above setting.)
* Min: 40
 
* Max: 200
 
Maximum latency that allowed before kickout.
 
  
  
=== LatencyKickOutTime ===  
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=== CutbackWatermark ===
* Min: 300
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''Datatype:'' Count (500 to 32000).
* Max: 3000
 
Amount of time that MaxLatencyForKickOut must be bad before the kickout occurs.
 
  
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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.
  
=== S2CNoDataKickoutDelay ===
 
* Min: 100
 
* Max: 32000
 
Amount of time a user can receive no data from server before connection is terminated.
 
  
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=== C2SNoDataAction ===
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''Datatype:'' Enumeration.
  
=== CutbackWatermark ===  
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* 0=Use Normal Method (Above settings)
* Min: 500
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* 1=Display Sysop Warning
* Max: 32000
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* 2=Spec Player
Amount of data the server is allowed to send the user per second before it starts trying to cutback by skipping non-critical packets.
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* 3=Warning&Spec
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* 4=Kick
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* 5=Warning&Kick
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* 6=Kick&Spec
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* 7=Warning&Kick&Spec
  
  
=== C2SNoDataAction ===  
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=== C2SNoDataTime ===
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
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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.
  
=== 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
 
  
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=== NegativeClientSlowPacketTime ===
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''Datatype:'' Hundredths of a second.
  
=== NegativeClientSlowPacketTime ===
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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.
Packets with future timestamp farther in future than this variable are considered as slow packets (0=disabled). Feature is still experimental.
 
  
  
 
[[Category: Settings]]
 
[[Category: Settings]]

Revision as of 21:13, 27 February 2005

[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.


NoFlagDelay

Datatype: Hundredths of seconds (100 to 1000).

Time before the server can receive no data from the player before 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).

Time user cannot pick up flags after exceeding the NoFlagDelay.


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.)


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.)


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 amount of time that can pass 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: Enumeration.

  • 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

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.