Change of packet parameters for Single Player game
by Cameron Aycock · in Torque Game Engine · 07/26/2004 (6:54 pm) · 4 replies
I am working on a single player game and am wondering what the reprucussions will be if I modify this code in sim/netConnection.cc:
I would like to set gPacketUpdateDelayToServer and toClientUpdateDelay as low as possible. I am guessing SOME delay would be necessary?
What about increasing the limits on PacketRates and Packet sizes?
void NetConnection::checkMaxRate()
{
// Limit packet rate to server.
if(gPacketRateToServer > 32)
gPacketRateToServer = 32;
if(gPacketRateToServer < 8)
gPacketRateToServer = 8;
// Limit packet rate to client.
if(gPacketRateToClient > 32)
gPacketRateToClient = 32;
if(gPacketRateToClient < 1)
gPacketRateToClient = 1;
// Limit packet size.
if(gPacketSize > 450)
gPacketSize = 450;
if(gPacketSize < 100)
gPacketSize = 100;
gPacketUpdateDelayToServer = 1024 / gPacketRateToServer;
U32 toClientUpdateDelay = 1024 / gPacketRateToClient;
if(mMaxRate.updateDelay != toClientUpdateDelay || mMaxRate.packetSize != gPacketSize)
{
mMaxRate.updateDelay = toClientUpdateDelay;
mMaxRate.packetSize = gPacketSize;
mMaxRate.changed = true;
}
}I would like to set gPacketUpdateDelayToServer and toClientUpdateDelay as low as possible. I am guessing SOME delay would be necessary?
What about increasing the limits on PacketRates and Packet sizes?
Associate Kyle Carter