On 7/23/2012 5:05 AM, Invalid Protocol wrote:
There are too many entities that require too many data that must be sent to
a new client => buffer overflow. I assume that was a custom map with too
many func_breakable entities. I'm not a map maker so I may be wrong, but
this is the first thing I would verify.
-----Original Message-----
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Monday, July 23, 2012 3:59 AM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: [hlds] Reliable Snapshot Overflow
Hi all,
For quite some time now I've been getting reports from clients saying
they're being prevented from joining my servers. They're being kicked
with this message. 'Disconnect: ERROR! Reliable snapshot overflow..'
Here's a pastebin link with my info in hopes that it's helpful.
http://pastebin.com/hYvzC7Ng
The error is very prominent, and is preventing clients (Including
myself) from joining the server. From my understanding, and reading a
number of other threads on the list, the issue is present in TF2 as
well.
Thanks,
Kyle.
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It's the number of entities in proximity, not necessarily the type. I
run a mod called BuildWars, and on any given round there tends to be
800-1000 prop_dynamic_overrides spawned. Once the count starts to
increase, snapshot overflows become increasingly common with 1500+
kicking at least 50% of the server until the map changes. This would be
the extreme end of the issue - mods like Minigames and Zombie: Reloaded
typically don't have near the number of props spawned, but they have
enough entities in proximity to players (i.e. other players, moveable
defenses, grenades, donator benefits like trails, etc) that it's enough
to trigger the issue.
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