Game Development Community

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:
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?

#1
07/26/2004 (10:42 pm)
The rates can't be above 32 because the simulation runs at 32Hz. More would be useless at reducing latency. I'd say, max everything out and call it good.
#2
07/27/2004 (7:16 am)
What about increasing packetSize to reduce load times?
#3
07/29/2004 (2:09 pm)
Yup, good plan. Packets over 1500 bytes are liable to get eaten by the internet.
#4
07/29/2004 (9:26 pm)
It is single player.

Are you being sarcastic or serious about the good plan part?