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quakeworld overflowing

 
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Batman!]ZFA[



Joined: 20 Nov 2008
Posts: 32
Location: Pennsylvania

PostPosted: Thu Mar 26, 2009 3:16 am    Post subject: quakeworld overflowing Reply with quote

anyone know what causes overflowing in quakeworld?

seems to be totally random.

probably comes down to and issue with the client not reporting info correctly to server.

it could be just issue with thunderwalker ctf mod too.

Thunderwalker Revival Project
http://twctf.org
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Thu Mar 26, 2009 3:46 am    Post subject: Reply with quote

Packet overflows are caused by messages sent to the server too quickly. I'm not sure how this effects the client's /rate
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Spike



Joined: 05 Nov 2004
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PostPosted: Thu Mar 26, 2009 3:20 pm    Post subject: Reply with quote

QuakeWorld clients only have a 1400 byte unreliable buffer.
if you send too much reliable data, the unreliable data cap is reduced for those packets (unreliable will be delayed).

In QuakeWorld, you should never use MSG_BROADCAST or the limitations of packet sizes/throughput will result in truncated packets.
Reliable writebytes can also have issues, tbh.

Use cl_shownet 2 if you want to see the data that is being sent. You might be able to trim it.

But yeah, you didn't say which buffers were overflowing.
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Batman!]ZFA[



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PostPosted: Fri Mar 27, 2009 12:03 am    Post subject: Reply with quote

does it matter what rate the player connecting to server is using?

because we have that reset once they join server to 10000
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Batman!]ZFA[



Joined: 20 Nov 2008
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PostPosted: Sat Mar 28, 2009 4:32 am    Post subject: Reply with quote

Here is what it shows from client



and from MVDSV server console

Quote:
Client BATMAN!]ZFA[ connected
SZ_GetSpace: overflow: cur = 610, len = 946, max = 1450
BATMAN!]ZFA[ overflowed
WARNING: reliable overflow for BATMAN!]ZFA[
Client BATMAN!]ZFA[ removed
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Batman!]ZFA[



Joined: 20 Nov 2008
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Location: Pennsylvania

PostPosted: Tue Apr 07, 2009 1:26 pm    Post subject: Reply with quote

anyone have any suggestions?

only seem to overflow with ezquake and not fteqw
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Tue Apr 07, 2009 2:13 pm    Post subject: Reply with quote

Batman!]ZFA[ wrote:
anyone have any suggestions?

only seem to overflow with ezquake and not fteqw


As a work around for some sort of overflow, fteqw caches its client commands and removes duplicate connection commands.
I don't rightly remember why fte does this.
But from your screenshot it doesn't appear to be the case here, but as ezquake doesn't show what its sending to the server, its not possible to tell 100% reliably.

Then again it might be just chance that FTE dodged it (disable high res textures or enable filesystem caching and FTE should connect a little faster).
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Spike



Joined: 05 Nov 2004
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PostPosted: Tue Apr 07, 2009 2:33 pm    Post subject: Reply with quote

I added the dup connection command removal at around the same time I made fteqwsv no longer flush reliables.

From memory, mvdsv and other legacy servers flush the client's reliable buffer, and start afresh. But it writes directly into the reliables, so has no support from the backbuffers. Hence overflows are possible on the condition that the data is written entirely inside the relevent function in sv_user.c (as that's the only place that doesn't use backbuffers).
This may be the cause of your overflows.

Looks like its the first prespawn client command triggering it.

But I have no idea how FTE clients would be more resilient to this.
I can only think of how fte servers would be better than mvdsv servers, and that really doesn't help you. :P
Tbh, I do think its a server bug really. Its got to be. I don't even see any lightstyles.
But yeah, no idea why fteqw clients might be more reliable here. Its too long ago since I wrote any code that might relate to this.
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Batman!]ZFA[



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PostPosted: Tue Apr 07, 2009 4:04 pm    Post subject: Reply with quote

Were are using MVDSV 0.28 version

maybe should try newer version.
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