- a few tweaks to lag limit / handling values

This commit is contained in:
Mark Vejvoda 2011-01-12 07:03:29 +00:00
parent 6bfc4d7c2e
commit 0a01f98c4e

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