From 432d3b99611cdbf8d582f94ebf8981f18327cb6e Mon Sep 17 00:00:00 2001 From: Andrew Marchukov Date: Sun, 20 Feb 2022 23:27:48 +0300 Subject: [PATCH] fixes (changelog in readme) --- README.md | 1 + config/ini/Engine.ini | 26 ++++++++++++++++++++++++++ config/ini/Game.ini | 10 +++++++++- 3 files changed, 36 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index ed0456f..811eee7 100644 --- a/README.md +++ b/README.md @@ -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 ``` diff --git a/config/ini/Engine.ini b/config/ini/Engine.ini index d4c53a1..8ffa098 100644 --- a/config/ini/Engine.ini +++ b/config/ini/Engine.ini @@ -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 \ No newline at end of file diff --git a/config/ini/Game.ini b/config/ini/Game.ini index 553b559..dc22ae6 100644 --- a/config/ini/Game.ini +++ b/config/ini/Game.ini @@ -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 it’s 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 client’s 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