SV_Frame
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SV_Frame
Looks like QuakeWorld server is updating the world at a fixed framerate (10hz).
But I see no limitations in sending messages to clients, looks like the main loop is sending packet as fast as it can.
Where is the 10Hz limitations enforced in the code ?
At first I thought it was:
But it only check for socket readability....
But I see no limitations in sending messages to clients, looks like the main loop is sending packet as fast as it can.
Where is the 10Hz limitations enforced in the code ?
At first I thought it was:
- Code: Select all
if (select (net_socket+1, &fdset, NULL, NULL, &timeout) == -1)
continue;
But it only check for socket readability....
- nicolasbol
- Posts: 9
- Joined: Mon Feb 23, 2009 6:47 pm
sys_mintic defaults to 0.013 (one tic every 13 milliseconds for about 76 fps so its smooth enough at 72).
That's the server physics rate limiter.
Its checked in... sv_phys.c
This doesn't apply to player physics.
server->client packets are sent with no artificial waiting as soon as the server receives a packet. select is used only to reduce cpu load on an idle server, without unconditionally sleeping. Its timeout will keep the qc ticking over at a much reduced rate.
That's the server physics rate limiter.
Its checked in... sv_phys.c
This doesn't apply to player physics.
server->client packets are sent with no artificial waiting as soon as the server receives a packet. select is used only to reduce cpu load on an idle server, without unconditionally sleeping. Its timeout will keep the qc ticking over at a much reduced rate.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
So after further reading and testing, it looks like there is no 10Hz limit in Quake World.
As Spike mentionned, there is a limit for the physic simulation but players movements are unaffected.
So the Server sends message to a client if:
- A message was received from this client
- The client rate is not "chocked" via a client parameter.
That's mostly how flow control is performed.
As Spike mentionned, there is a limit for the physic simulation but players movements are unaffected.
So the Server sends message to a client if:
- A message was received from this client
- The client rate is not "chocked" via a client parameter.
That's mostly how flow control is performed.
- nicolasbol
- Posts: 9
- Joined: Mon Feb 23, 2009 6:47 pm
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