View Single Post
Xiaminou
Junior Member
Join Date: Apr 2017
Old 10-22-2018 , 16:47   Re: Empires: Buffer Overflow Optimizations?
Reply With Quote #3

Thank you.
We had not had a large amount of players since I added these new parameters:
Code:
net_splitpacket_maxrate 1048576			//
net_maxcleartime 0.01 				//Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
sv_parallel_sendsnapshot 1			//controls whether the sending of network data is done on the main thread (when set to zero) or on worker threads (when set to one).
and as it turns out it seems to have taken care of the buffer overflow problems.
We were able to play a 25vs25 with many vehicles and buildings without a single buffer overflow or server choke.
I wish I had found out about these earlier, but at least now we can have stable games.

Last edited by Xiaminou; 10-22-2018 at 16:47.
Xiaminou is offline