cl_entityreport 1

This shows you a list of all entities and bars to show how much networking
their doing.

On Thu, Sep 17, 2009 at 1:54 AM, Andrew Armstrong <and...@mammoth.com.au>wrote:

> I forget the command (check this lists archives or the wiki?) but you can
> turn on a cvar to make network packet info appear above the head of each
> entity, so you can immediately see who is responsible for sending how much
> data per packet, pretty neat.
>
> - Andrew
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam
> "amckern"
> McKern
> Sent: Thursday, 17 September 2009 12:07 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Optimising projectile bandwidth
>
> Coders,
>
> Just wondering, how do you find the bandwidth, and the packet size of your
> code?
>
> I have always messed around with sp code, and had NO Need to worry about
> this before, but SvenCoop is having heaps of new features tossed in at the
> moment, and i want to check that we are not going to flood, or starve the
> client with net data.
>
> Adam
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Wed, 16/9/09, Andrew Armstrong <and...@mammoth.com.au> wrote:
>
> From: Andrew Armstrong <and...@mammoth.com.au>
> Subject: Re: [hlcoders] Optimising projectile bandwidth
> To: "'Discussion of Half-Life Programming'"
> <hlcoders@list.valvesoftware.com>
> Received: Wednesday, 16 September, 2009, 7:48 AM
>
> Yeah of course, I was just thinking though you may be able to alter how
> often updates are sent since the rocket won't be making a right angle turn
> :) after its been shot and given a constant velocity the client should be
> pretty accurate as to where the rocket is (so more updates, and bandwidth
> usage, should not be necessary).
>
> - Andrew
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
> Sent: Tuesday, 15 September 2009 11:37 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Optimising projectile bandwidth
>
> Prediction doesn't stop the server from sending you updates, because if
> your
> clientside values go out of range you have set, it snaps to the server's
> values.
>
> On Tue, Sep 15, 2009 at 8:02 AM, Andrew Armstrong
> <and...@mammoth.com.au>wrote:
>
> > I have not played with the game SDK before (just for server plugins), but
> > surely client side prediction can step in here and you can relax how
> often
> > you send updates?
> >
> > If the client received the origin, direction and velocity of the rocket,
> > client side prediction would take care of movnig the projectile fine
> (like
> > player movements).
> >
> > Can you maybe make it client side predicted (is there a flag? how do
> > players
> > and other entities auto predict?) and just relax how often you send
> > updates,
> > given that the rocket won't be changing direction/velocity?
> >
> > - Andrew
> >
> > -----Original Message-----
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom
> Edwards
> > Sent: Tuesday, 15 September 2009 8:28 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Optimising projectile bandwidth
> >
> > Thanks Joel, that sounds like it would work. I realised earlier today
> > however that what I'm trying to do is a bad idea no matter how I handle
> > it, because if either the client or the server ever started to choke on
> > some frames the rockets risk going out of sync.
> >
> > It might be possible to overcome that issue, but only by writing a lot
> > of fairly low-level code: I can only assume that Valve's existing code
> > all assumes that the origin is being transmitted if the position of an
> > entity is in any way important.
> >
> > Oh well. It was worth thinking about. :-)
> >
> > Joel R. wrote:
> > > It's kind of tricky to do something like this.
> > >
> > > I recommend using a server-side only rocket entity that has
> TransmitState
> > > disabled.  Then use a *reliable* UserMessage with the Origin and
> Velocity
> > > attached and sent to all players.  When a player receives this
> > information,
> > > create a clientside only entity of this rocket and duplicate the way
> the
> > > server moves the rocket in a straight line.  Use PhysicsSimulate to
> move
> > > your rocket through the world, think functions are time based and not
> > very
> > > efficient for this.
> > >
> > > There is a way to do it using the network tables of a client/server
> > entity
> > > but you still have to deal with entity creation which is a lot of
> useless
> > > data in itself.  It gets really hacky though since you have to manage
> > > stopping the transmitting and letting the client take over, but it
> still
> > > uses the origin that the server has for PVS culling, so yea it gets
> ugly
> > > really fast.
> > >
> > >
> > >
> > > On Mon, Sep 14, 2009 at 6:15 AM, Tom Edwards
> > <t_edwa...@btinternet.com>wrote:
> > >
> > >
> > >> I have a simple rocket entity that travels in a straight line until it
> > >> hits something and explodes. Since the rocket travels in straight
> lines
> > >> at a constant speed all that the client needs to know is its starting
> > >> position and angles, but I'm having trouble getting the engine to only
> > >> network that particular data. Nothing I've tried works:
> > >>
> > >>    * Standard CBaseAnimating entity
> > >>          o Sends m_flSimulationTime and m_vecOrigin in every update,
> > >>            which together create 11 bytes of useless data per rocket.
> > >>            If 16 players at cl_updaterate 30 each have one rocket in
> > >>            the air, that's 844.8Kb/s leaving the server*, none of it
> > >>            useful in any way. Standard entities also run into the
> > >>            interp problem I was talking about the other week.
> > >>    * CBaseAnimating with SendPropExclude on m_flSimulationTime and
> > >>      m_vecOrigin
> > >>          o Rocket never appears on the client, even though I set the
> > >>            AbsOrigin there with a backdoor variable.
> > >>    * CBaseAnimating with UpdateTransmitState() logic
> > >>          o Rocket disappears from client when transmission stops. Grr!
> > >>    * Temporary entity
> > >>          o Unreliable, start to be dropped if more than 32 are in a
> > >>            single update. Clearly a bad idea.
> > >>
> > >> The only method I've not tried yet is a networked dummy entity that
> > >> spawns non-networked rockets at both ends (which would pretty much be
> a
> > >> reliable temp ent). Since the client isn't supposed to spawn its own
> > >> entities I don't hold much hope for this approach either.
> > >>
> > >> What on earth can I do here? Give up would be one option I suppose...
> > >>
> > >> * Okay, PVS culling would help. But still...
> > >>
> > >>
> > >> _______________________________________________
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> > >>
> > >>
> > >>
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> >
> >
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