- a few tweaks to lag limit / handling values
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@ -46,7 +46,7 @@ double maxClientLagTimeAllowed = 20;
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// The maximum amount of network update iterations a client is allowed to fall behind before we
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// The maximum amount of network update iterations a client is allowed to fall behind before we
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// for a disconnect regardless of other settings
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// for a disconnect regardless of other settings
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double maxFrameCountLagAllowedEver = 75;
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double maxFrameCountLagAllowedEver = 50;
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// 65% of max we warn all users about the lagged client
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// 65% of max we warn all users about the lagged client
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double warnFrameCountLagPercent = 0.65;
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double warnFrameCountLagPercent = 0.65;
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@ -58,7 +58,7 @@ double LAG_CHECK_GRACE_PERIOD = 15;
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// The max amount of time to 'freeze' gameplay per packet when a client is lagging
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// The max amount of time to 'freeze' gameplay per packet when a client is lagging
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// badly and we want to give time for them to catch up
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// badly and we want to give time for them to catch up
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double MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE = 2;
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double MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE = 1;
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ServerInterface::ServerInterface() : GameNetworkInterface() {
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ServerInterface::ServerInterface() : GameNetworkInterface() {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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