Quick question, uncapping playercount
by Kyrah Abattoir · in Torque 3D Professional · 08/17/2011 (5:53 pm) · 6 replies
I have no idea what i'm talking about, but what i'm asking is, for the demo app, is there any specific operations to do to basically make the playercount for a server instance uncapped, the idea is to be able to stress test the server machine as development go on and not be limited by arbitrary values that would limit the number of clients connected.
In short, if i want to test how the server behave with 3000 clients connected (even if i know it's gonna lag horribly) can i just do it or are there "thing" in the engine or the script side that will max out around 32/64/128 clients?
In short, if i want to test how the server behave with 3000 clients connected (even if i know it's gonna lag horribly) can i just do it or are there "thing" in the engine or the script side that will max out around 32/64/128 clients?
About the author
3D artist, programmer, game designer, jack of all trades, master of none.
#2
I can't think of any other "hard coded" limit to the maximum player count (beyond the obvious bandwidth/memory requirements for the server and clients and the limit on object ID numbers).
08/17/2011 (8:35 pm)
$pref::Server::MaxPlayers is capped at 255 (or, rather, serverQuery.cpp will only handle a maxPlayer count of 255 by default). If you set the pref to more than 255 it'll overflow the ServerFilter::maxPlayers variable and cause some weird behavior with server queries. Of course, if you're not making use of the server query code then this isn't particularly important. :]I can't think of any other "hard coded" limit to the maximum player count (beyond the obvious bandwidth/memory requirements for the server and clients and the limit on object ID numbers).
#3
<edit> I see - it's typed as U8. I'm going to dig around a bit and see if it'd self destruct if we changed it to, say U16 or U32....
08/17/2011 (9:20 pm)
Oh, a fun "gotcha." I wonder, does it affect actually joining the queried servers? Or just the display in the listing....<edit> I see - it's typed as U8. I'm going to dig around a bit and see if it'd self destruct if we changed it to, say U16 or U32....
#4
08/17/2011 (9:26 pm)
I'm not exactly sure what would happen. The servers may not show up at all in the list.
#5
08/18/2011 (2:28 am)
Couldn't i simply override the reported playercount to the master server? For testing purpose it isn't like it's really important for me.
#6
I'm personally having issues connecting to the GG master server so I can't really confirm this though.
08/18/2011 (6:29 am)
It'd be easier to change the data type of the maxPlayers member of the ServerFilter struct to U32, which would allow the proper handling of quite a large number, but it could have unforeseen problems. I've taken a cursory look at it and it seems that this change would work. Or you could probably tell your server to allow connections even if it's already at MaxPlayers.I'm personally having issues connecting to the GG master server so I can't really confirm this though.
Torque Owner Richard Ranft
Roostertail Games
Hope it helps!