fixes (changelog in readme)

This commit is contained in:
Andrew Marchukov 2022-02-20 23:27:48 +03:00
parent 3b6dc5d974
commit 432d3b9961
3 changed files with 36 additions and 1 deletions

View file

@ -19,6 +19,7 @@ mod.io token moved from Engine.ini to GameUserSettings.ini (because NWI)
fixed steam warning in dockerfile "Please use force_install_dir before logon!"
changed readme
changed ENTRYPOINT now you can use LAUNCH_SERVER_ENV to set map
new options on ini files
```
</details>

View file

@ -39,3 +39,29 @@ bVACEnabled=1
bShowBreath=True
bAlwaysNight=False
bRandomLightingScenario=True
[SystemSettings]
;If true, and if running on a Unix/Linux platform, multiple packets will be retrieved from the socket with one syscall, improving performance and also allowing retrieval of timestamp information.
net.UseRecvMulti=1
;When RecvMulti is enabled, this is the number of packets it is allocated to handle per call - bigger is better, but keep an eye on memory cost.
net.RecvMultiCapacity=8192
;Support for the IP net driver to optionally use a separate thread to receive packets.This is a useful optimization for platforms where the socket system calls can take a while.
;These, in theory, can reduce the CPU consumption of the servers
net.IpNetDriverUseReceiveThread=1
;IP connections to optionally make the socket send call on a background thread. It helps platforms where the socket send system calls can take a while
;These, in theory, can reduce the CPU consumption of the servers
net.IpConnectionUseSendTasks=1
;If net.IpNetDriverUseReceiveThread is true, the maximum number of packets that can be waiting in the queue. Additional packets received will be dropped.
net.IpNetDriverReceiveThreadQueueMaxPackets=8192
;Maximum allowed size for strings sent/received by the netcode (in bytes).
net.MaxNetStringSize=67108864
;Maximum number of RPCs allowed per net update
net.MaxRPCPerNetUpdate=8
;If true, ticks are dispatched in a task thread.
tick.AllowAsyncTickDispatch=1
;If true, ticks are cleaned up in a task thread.
tick.AllowAsyncTickCleanup=1
;End of frame updates now optionally can do the gamethread updates while we are doing parallel updates.
;The relevant cvars are AllowAsyncRenderThreadUpdates and AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates.
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1

View file

@ -12,7 +12,15 @@ SupplyGainFrequency=99999
[/Script/Engine.GameNetworkManager]
bMovementTimeDiscrepancyDetection=False
bMovementTimeDiscrepancyResolution=False
ClientAuthorativePosition=False
;There is a config option for “ClientAuthorativePosition” on the GameNetworkManager that changes the rules: the server will accept client movement as authoritative and not force a correction if its within a squared distance (MAXPOSITIONERRORSQUARED) from where the server last saw it.
;So in this case, the server would warp the character to where the client tried to move, and the clients position is the authority. The server can still replicate movement to the client normally, this just handles rogue client movements.
;Can set True on COOP servers
ClientAuthorativePosition=True
;Average size of replicated move packet (ServerMove() packet size) in bytes from player contains client movement and view info
MoveRepSize=512.0f
;is the bandwidth cost in bytes of sending a client adjustment update. 180 is greater than the actual cost, but represents a tweaked value reserving enough bandwidth for other updates sent to the client.
;Increase this value to reduce client adjustment update frequency, or if the amount of data sent in the clientadjustment() call increases
CLIENTADJUSTUPDATECOST=512.0f
[/Script/Engine.GameSession]
MaxPlayers=16