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Topic: Idea about maps...

When an admin type "sv_map somemap" and the server doesn't have the map, or it is different from the admin's one, the map should be sended to the server (the server download the map), it would be a good module to prevent boring FTP Uploading (for example) on dedicated servers !

Moreover, I don't understand why this is so slow to download maps which are about 50K !



Greg

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Re: Idea about maps...

You don't have to understand. It's all a matter of belief... you do believe, don't you?

Dani, rope = suicide still. Liver got used to it so don't mind.

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Re: Idea about maps...

No, I belive that the chunk are too small (int chunk_size = 1024-128;, it isn't ?), so too much informations are transmitted!

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Re: Idea about maps...

Good, so you believe after all. Belief is possibly one of many nearly very important things, especially for a girl like you. Unless you’re a man, then it would be for a man like you, though it isn’t. Ain’t that grand?

Right, anyway… I just assumed you were whining about the transfer speed, thus my earlier post. Since you seem to actually have a point I withdraw that comment.

No, wait. I’ll let it stay for posterity.

Dani, rope = suicide still. Liver got used to it so don't mind.

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Re: Idea about maps...

GregWar wrote:

Moreover, I don't understand why this is so slow to download maps which are about 50K !

I don't know the exact protocol the client/server uses to transfer the map. But it looks like they hardly use a TCP connection for that, but hichhike the UDP connection. And this is results in the rather bad performance in several instances.

For example when a single packet gets missed, the download halts, there is no retry like on TCP. (Yes, my Inet connection looses aprox 0.5% of all packes, hardly noticeable during normal TCP inet interaction, even hardly noticeable in teewars play... but it can halt a larger map download several times until I get lucky...) Also there seems to be a single packet, OK interaction between server and client. And not like a normal TCP connection where there server sends say 16 packets at once, and client reassembles them... well actually the "tcp screensize" is adjusted dynamically to match the connection capabilities... normally this TCP stack in your computer takes care of all this techniques, but when its not used, it cannot smile