RELIABLE and UNRELIABLE MSGS difference
hi, so i started a thread about it, you know there are reliable and unreliable messages, i was wondering about some aspects of it:
1) reliable channel overflowed it says "reliable", so it means to many reliable thingys yes? what if you replace all reliable msgs with unreliable ones? like MSG_ALL with MSG_BROADCAST and MSG_ONE with MSG_ONE_UNRELIABLE ? will it prevent this overflow or at least reduce "reliable channel"s stress? or will it work the same way before replacing? 2) difference between MSG_ALL and MSG_BROADCAST ? MSG_ONE and MSG_ONE_UNRELIABLE ? i'm not pretty sure how does half life engine works and all that reliable and unreliable stuff, but i'd like to know that, like MSG_ONE_UnRELIABLE checks if user was put in server before sending unlike MSG_ONE, and there is one thing i worry about too "(could be dropped)" from description of MSG types in define, what can be dropped? O_o how? PHP Code:
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Re: RELIABLE and UNRELIABLE MSGS difference
I'm not sure how it works but if you have a problem whatever the reason on a reliable message it could crash your server where with an unreliable message nothing will happen or just client who can be dropped from the server.
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Re: RELIABLE and UNRELIABLE MSGS difference
maybe, i think hl engine just does some extra checks on "unreliable" msgs, that's why it doesn't work before putinserver()
+about errors, so why then hlds error might say: Quote:
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Re: RELIABLE and UNRELIABLE MSGS difference
What are you talking about ? What it doesn't work ? Give an example.
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Re: RELIABLE and UNRELIABLE MSGS difference
you mean _when_ it doesn't work?
on client_connect() for example MSG_ONE_UNRELIABLE doesn't work unlike MSG_ONE |
Re: RELIABLE and UNRELIABLE MSGS difference
#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)
What means could be dropped? player could be kicked? |
Re: RELIABLE and UNRELIABLE MSGS difference
Overflow happens when too much messages are sent to client, for example if there 20 players, each player send data to each player, plus some other messages like bomb, kits and other shit, thats already big madness, it works fine without any plugins, but with some plugins also send messages, wich really overflows player, valve didnt thinked about veery huge amount of datas sending at once with plugins.
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Re: RELIABLE and UNRELIABLE MSGS difference
Okey what message cause more chance to kick player? I mean from TE_
:mrgreen: |
Re: RELIABLE and UNRELIABLE MSGS difference
That not depens from message type.. but yeah if it has more effects, more chance
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Re: RELIABLE and UNRELIABLE MSGS difference
so it doesn't matter reliable message or not it may cause Reliable channel overflow?
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