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Slow Dedicated networking/block-sending
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Jervan:
Nice idea!

I would be willing to do anything to help the client loading be closer to perfect, it'd help me build bigger :o) :cookie:
Zerosan:
compressed packets would be fine too, just for the loading process.

and one thing I also thought about is putting files like sounds, decals, maps etc. on another area, like an ftp and let the client who joins load them from there.
This would provide better speed and removes much weight from the server.
Badspot:
Each client can already set their own packet rate and packet size.  However, they cannot go above the values set by the server and the current hard-coded max is 450/32. 

Allowing values over 32 packets per second would be a waste once you are in-game because the simulation rate is only 32hz.  Theoretically, you could increase the packet rate for the initial loading and then decrease it, but currently this is not supported.

I can't remember what the exact reasoning is, but the max packet size of 450 is not arbitrary.  I believe it has something to do with the MTU of certain internet routers being ~550.  If you go over the MTU, performance goes to stuff as the hardware tries to break up the packets. 

My main concern with upping the values is that it will screw up the bandwidth throttling and you'll get the situation where when someone with a fat connection joins the server, everyone else lags out while they're raping the bandwidth.  This can already happen to some degree on servers with lesser amounts of bandwidth.  Also there's the general problem of tinkering with something low level like this and having huge unforeseen consequences that are difficult to debug.  I'd be willing to try upping the packet size to 1500 but it would definitely need serious testing.
StoreClerk:
Woot! I finally got my huge platform of 400x400 1x1 bricks loaded. Too bad I crashed when I looked at them.  :panda:
Jervan:
I'd test it for every bug :cookieMonster:
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