Latency Settings
[Latency] These settings determine how the server and clients treat latency (delay between packet sends and receives).
Contents
- 1 SendRoutePercent
- 2 KickOutDelay
- 3 S2CNoDataKickoutDelay
- 4 NoFlagDelay
- 5 NoFlagPenalty
- 6 SlowPacketTime
- 7 SlowPacketKickoutPercent
- 8 SlowPacketSampleSize
- 9 ClientSlowPacketTime
- 10 ClientSlowPacketKickoutPercent
- 11 ClientSlowPacketSampleSize
- 12 MaxLatencyForWeapons
- 13 MaxLatencyForPrizes
- 14 MaxLatencyForKickOut
- 15 LatencyKickOutTime
- 16 CutbackWatermark
- 17 C2SNoDataAction
- 18 C2SNoDataTime
- 19 NegativeClientSlowPacketTime
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).
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.