Basic Server Config File – Arma 2 Talk

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(Added info provided by Suma)
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ref: http://forums.bistudio.com/showthread.php?p=1363400
ref: http://forums.bistudio.com/showthread.php?p=1363400
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Related comments by Suma ([http://dev-heaven.net/issues/24014 source])
---
Q: Does a 10x times lower MinErrorToSend mean also 10x times the traffic from the server?
A: In extreme case (provided you have enough bandwidth available) it might mean 10x more traffic.
I think it should be easy to measure the effect, using #monitor command or external tools.
---
Q: Do lower MinErrorToSend take more CPU processing on the server?
A: Yes, some more processing, as there are more messages to handle, but I do not expect anything major.
---
Q: Do basic.cfg settings on clients also have an effect?
Like for the player entity itself or the AI under his command (AI local to the player)?
A: Yes, it affects what client sends to a server as well, but in a different way (the error computation is different,
it is not considering any camera position).
---
Q: From what I understand, this is limit, how much "messages" are created by engine "every frame".
As we now, there are maximum 50 frames per second. Those messages are than packed to packet
(till packet limit MaxSizeNonguaranteed is reached) and than packet is send.
Is following logic correct (when FPS on server is constant 50):
MaxMsgSend=1 means there would be maximum 50 messages (not packets) per second?
MaxMsgSend=1000 means there would be maximum 50000 messages (not packets) per second?
A: MaxMsgSend is maximum number of "packets" (you have described packet creation fine,
we call them "aggregate messages" internally).
---
Q: Is that correct, that every message containt motion update (or other update) ONLY FOR ONE object?
So when we have 1000 AIs near player, and we wish to have update 50x per second for all AIs,
so we must set MaxMsgSend to higher than 1000?
A: The aggregate message contains multiple logical messages, which are related to multiple objects.

Revision as of 07:16, 24 September 2011

Official Response to the meaning of a Simulation Cycle Quote:

"Simulation cycle" is what makes "frame" in a normal game.

However, as there is no rendering on server, we cannot talk about frames, and we talk about simulation cycles instead. One cycle break down approximately to:

simulate all units AI
simulate all units movement including collisions and physics
detect visibility between units
simulate scripts and FSMs
receive network updates about remote entities
send network updates about what has changed to the server (if on client) or to other clients (if on server)

ref: http://forums.bistudio.com/showthread.php?p=1363400



Related comments by Suma (source)

---

Q: Does a 10x times lower MinErrorToSend mean also 10x times the traffic from the server?
A: In extreme case (provided you have enough bandwidth available) it might mean 10x more traffic.
I think it should be easy to measure the effect, using #monitor command or external tools.

---

Q: Do lower MinErrorToSend take more CPU processing on the server?
A: Yes, some more processing, as there are more messages to handle, but I do not expect anything major.

---

Q: Do basic.cfg settings on clients also have an effect?
Like for the player entity itself or the AI under his command (AI local to the player)?
A: Yes, it affects what client sends to a server as well, but in a different way (the error computation is different,
it is not considering any camera position).

---

Q: From what I understand, this is limit, how much "messages" are created by engine "every frame".
As we now, there are maximum 50 frames per second. Those messages are than packed to packet
(till packet limit MaxSizeNonguaranteed is reached) and than packet is send.

Is following logic correct (when FPS on server is constant 50):
MaxMsgSend=1 means there would be maximum 50 messages (not packets) per second?
MaxMsgSend=1000 means there would be maximum 50000 messages (not packets) per second?
A: MaxMsgSend is maximum number of "packets" (you have described packet creation fine,
we call them "aggregate messages" internally).

---

Q: Is that correct, that every message containt motion update (or other update) ONLY FOR ONE object?
So when we have 1000 AIs near player, and we wish to have update 50x per second for all AIs,
so we must set MaxMsgSend to higher than 1000?
A: The aggregate message contains multiple logical messages, which are related to multiple objects.