![]() ![]() This does sound like it's related to syncing on_connect. I wanted to share my experience so that others can explore more from where I left off. I even noticed it worse when I was streaming content and trying to connect at the same time. I began to suspect the size of data being sent because of the profile of users that had it happen and the type inet/speed they had with other things in the household. I suspect in very large environments with more bandwidth constraints you may see this issue show up even without torch. From the Git repository of the game code from a few years ago that hard coded timeout appears to be 40 seconds. My guess is the data being sent is larger than the clients internet connection speed can transmit before the hard coded timeout occurs. The logfile shows the volume of data sent to the client dropping from about 26 meg to less than 1 meg. By turning this setting off I was able to mitigate the problem for all of my users. Essentials has a setting to preload that planet data. OK, so for my server I was using Torch and Essentials. ![]()
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