Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: jr2 on January 24, 2016, 05:08:14 am
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Just wondering what settings are altered for Dial-up / DSL / LAN etc etc, and if said settings are still set appropriately for today (wondering if some possible issues with multi lie there in addition to anything else).
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Right now it's mostly used to configured the FS2NetD settings, the webapi settings, and a few other various multiplayer settings.
+name SCP WebUI Test Server
+pxo #Eleh
+no_voice
+high_update
+max_players 12
+use_pxo
+pxo_login <user>
+pxo_password <password>
+webui_root /usr/share/games/fs2source/fs2open_webui
+webapi_username <user>
+webapi_password <password>
+webapi_server_port 8080
That's what I have going on the standalone server I've been running (when it hasn't crashed).
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Just wondering what settings are altered for Dial-up / DSL / LAN etc etc, and if said settings are still set appropriately for today (wondering if some possible issues with multi lie there in addition to anything else).
Connection type (the "NetworkConnection" setting) can only be one of three options: None, Dialup, or Broadband/LAN (which is just recorded as "LAN" in the registry). This affects very few things; object update speed is, as far as I can tell, the only actual setting that's affected. Connection speed has a wider range of values, but the only place they seem to be applied is to the server list (telling you what speed setting the server was created with; that's it).
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Update speed is probably part of the reason why multiplayer is so unplayable at the moment. But every time I try looking at that code I end up closing it without a clue what it's actually doing.
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Ever think of trying an Aperture Labs approach to that section of code? (Muck with it and make a bunch of special test builds until you can figure out what does what.)
I should be able to help a little with that (running builds and providing logs) but I think we'd need more as we would need to have a multiplayer connection to accurately test, right?
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I've been trying to keep a retail standalone running that could theoretically be used by one person against AI, but until the issue of it crashing when my internet hiccups is addressed, its availability is questionable.
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Update speed is probably part of the reason why multiplayer is so unplayable at the moment. But every time I try looking at that code I end up closing it without a clue what it's actually doing.
If it is a significant factor in multi being unplayable, can't we test that by trying a client/server setup set to "Dialup" connection type and then again set to Broadband/LAN" type? IIRC Dialup has a much lower object update speed. Probably should exclude FS2NetD as a factor by setting it up as a direct IP game instead of going through FS2NetD.
The option names for connection type/speed in wxL differ slightly from retail, which IIRC are the options listed in 5.5g. I worked with KyadCK a long time ago to come up with better option names than what appear in 5.5g, to more accurately reflect current common connection/speeds types.
If object update speed really is an issue, we may have to come up with new options for types/speeds and/or map them to new values for object update speeds, for example taking both connection type and speed into account when determining object update speed. . But that's probably out of the scope of this thread.
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Unless we completely don't understand how FS2NetD works, using it shouldn't be a factor once in game. It should just be a means to avoid having to know the IP of the host.