Talk:Source Multiplayer Networking

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Is there any way to get net_graph to output its data to the hard drive? GeorgeOu 00:50, 11 May 2010 (PDT)

You should probably explain the difference between this and Networking Entities. I would comment on the actual article, but it's far too late to wrap my head around this stuff. ;-) --TomEdwards 15:01, 30 Jun 2005 (PDT)

I saw that this article was missing: http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html The article about Networking Entities is more coding specific.

--King2500 15:05, 30 Jun 2005 (PDT)

King, This is the wiki version of that page, which I thought you would know, since you seem to be the original Author of this wiki page :)

Any chance to respond to my request for extra info?

Cheers --Whisper 05:02, 9 Aug 2005 (PDT)

Request for Extra Information: Client Side Prediction and Server Snapshots

From the page: After 100 milliseconds, the client will receive the server snapshot that contains the changes based on the user command he predicted earlier.

After 50 milliseconds, though, the client will receive a server snapshot that does not yet contain the changes based on the user command. Does the client simply ignore this snapshot? If so, what are the rules governing this?

P0tat03 15:32, 10 Aug 2007 (PDT)

Request for Extra Information: Detail Explanation of Server FPS, Net_graphs & choke Please

Martin or to whom it may concern

Can we get a technical explanation added as to what the servers fps is/does and the impact of raising or lowering it using the fps_max command? As well as its relationship if any to server tickrate.

Also a more detailed explanations for the 3 netgraphs as they apply to Source.

It would also be good if we could get detailed explanations of not only of what the 3 net_graphs say, but which server and client variables affect the various net_graph displays.

Also a detailed explanation of exactly what choke is, and all the possible causes from the server and client side, so we have a central location to send everybody who complains about choke in the Source Engine.

Thank You --Whisper 05:07, 9 Aug 2005 (PDT)

Something about the source hitboxes http://media.putfile.com/SourceHITBOX

Max players per server and server ideal server config

Hi friends. This is my first participation.

I have some questions about client / server capability if Source engine.

The first what is the max players per server ? There is a max limit on the engine ?

I´m asking it for a MOD, not for HL2 high physics or something like it.

Its possible to cluster servers ?

Thank you for the moment.

Clarification of sample rate to command rate

Can anyone clarify a small point about the following paragraph.

The client creates user commands from sampling input devices with the same tick rate that the server is running with. A user command is basically a snapshot of the current keyboard and mouse state. But instead of sending a new packet to the server for each user command, the client sends command packets at a certain rate of packets per second (usually 30). This means two or more user commands are transmitted within the same packet. Clients can increase the command rate with cl_cmdrate. This will increase responsiveness but requires more outgoing bandwidth, too.

Does the server timestamp the user commands as they are sampled, or are all commands assumed to occur at the time the command packet is sent? For example, if two samples are made at times 15.15ms and 30.30ms, and both are encapsulated in a packet sent at 33.33ms (assuming 30 updates per second), are they both assumed to occur at 33.33ms? Or are they timestamped with the sample time.

Thank you for any information.

Steve.

It's done by tick, which progresses on the client exactly as it does on the server. --TomEdwards 03:06, 30 Aug 2007 (PDT)

The information on this page is seriously outdated

It even mentions it's not possible to change tickrate on various games, among a plethora of other other incorrect and inaccurate things.