I have no problem using 'refresh to show "unloaded" tiles.
My players; however, have a hard time even seeing small houses built with Xuri's world builder. They are using dial-up so maybe the server dosen't send as much because of it.
Maybe a 'massrefresh command could be created to ensure that those clients can refresh a bigger building?
'refresh issue
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Grimson
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By dial-up you mean something in the range of 2400 to 56000 KBit, I guess.stranf wrote:My players; however, have a hard time even seeing small houses built with Xuri's world builder. They are using dial-up so maybe the server dosen't send as much because of it.
The server doesn't know what type of connection a player has and always sends the same amount of data. But using refresh it generates a big spike in the amount of data beeing send. That could actually be too much for dial-up (especially if the server is also connected via dial-up), so some packets may never reach the player in time or at all.
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Grimson
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Traffic-limiting is quite a complex thing, especially as the network stuff runs in the same thread as the rest of the server, so it would actually lag every player if one does a "slow" refresh (giving players the opportunity to do a DOS attack against the server). And I have no real experience with it, so I can't do much there.stranf wrote:gotcha. That is why I wonder if we could have a 'dialuprefresh that would send the packets slowly...at a 35KB rate or something.
The best way (and the way it was meant to be) to add in new houses is to edit the map instead of adding them with dynamic tiles. This way they don't need to be send to the client at all, which also makes quite a difference in the overall traffic usage.