Thread: Reliable channel overflowed local network

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  1. #1
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    Question Reliable channel overflowed local network

    First, my english is bad, hope you guys understand...

    Me and my sister use both local network. I play sven coop 4.6 on my PC and she play it on her laptop. I use Local area connection and she use wifi to connect our modem. When we play together ( i host ), she got disconnected with reason: "Reliable channel overflowed" Anytime she die. Can Anybody help me fix it?

    * But when she host the sever, we got no problem...


  2. #2
    Administrator AdamR's Avatar  
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    Re: Reliable channel overflowed local network

    Check her rate settings on the client. In the console

    Type rate, check the number reply
    Type cl_updaterate, check the number reply
    Type cl_cmdrate, check the number reply

    rate needs to be at least 10000 really (that is 10 kBytes/second) -- limit for GoldSrc is 25000 I think (25 kBytes/second), use 25000 for LAN or fast Internet
    cl_updaterate should be 100... most Internet connections can handle at least 50, but if it's LAN only put 100
    cl_cmdrate should be the same as fps_max + 5.

    Do the same on your client too to be sure.


    On your LAN server, check these:

    sv_maxrate, should be 25000 for LAN games
    sv_maxupdaterate, should be 100 for LAN games
    Adam "Adambean" Reece
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  3. #3
    QPU-aligned Silencer's Avatar  
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    Re: Reliable channel overflowed local network

    Default ex_interp is 0.1 so I use min and maxupdaterate of 11. As far as I can tell server will always do as many updates for a client as is set, and drop him if server cannot keep up, so high updaterates are a disadvantage. Low updaterate also leaves room for large updates and reduces unsteady connectivity. That's from experience. Everyone's free to philosophy in my face now.

  4. #4
    Administrator AdamR's Avatar  
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    Re: Reliable channel overflowed local network

    They are playing over LAN, so I can't see high update rates being a problem. If they are getting overflows it's likely that there is too much data for them to accept.

    Also ex_interp is now directly linked to either cl_cmdrate or cl_updaterate (can't remember which), you don't need to change this yourself.
    Adam "Adambean" Reece
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  5. #5
    QPU-aligned Silencer's Avatar  
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    Re: Reliable channel overflowed local network

    You cannot send/receive more than 20 kB/s with Goldsource engine network code.
    If you have 20 updates per second, you can have 1 kB per update.
    If you have 100 updates per second, you can have only 0.2 kB per update.
    If the update is too large, reliable channel overflows. Whether it is LAN or internet hardly matters,
    unless you were going to host for over 8 players, or on less than DSL 6000.

  6. #6
    Administrator AdamR's Avatar  
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    Re: Reliable channel overflowed local network

    What update contains 1 kB of data? Most of them are tiny. Also a higher update rate means you can get the data sooner. It doesn't mean you can only get 200 bytes, as it will be fragmented across multiple updates if needed.

    Reliable channel overflow happens when there is more data to be sent than the virtual pipe can handle, which is related to the rate (client) setting and sv_maxrate (server) setting.
    Adam "Adambean" Reece
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  7. #7
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    Re: Reliable channel overflowed local network

    Quote Originally Posted by AdamR View Post
    Check her rate settings on the client. In the console

    Type rate, check the number reply
    Type cl_updaterate, check the number reply
    Type cl_cmdrate, check the number reply

    rate needs to be at least 10000 really (that is 10 kBytes/second) -- limit for GoldSrc is 25000 I think (25 kBytes/second), use 25000 for LAN or fast Internet
    cl_updaterate should be 100... most Internet connections can handle at least 50, but if it's LAN only put 100
    cl_cmdrate should be the same as fps_max + 5.

    Do the same on your client too to be sure.


    On your LAN server, check these:

    sv_maxrate, should be 25000 for LAN games
    sv_maxupdaterate, should be 100 for LAN games
    Thanks you so much, it's worked

  8. #8
    Linux development & test edman747's Avatar  
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    Re: Reliable channel overflowed local network

    installed svencoop on a dedicated lan server using the default server.cfg
    can I tweak the rates on my dedicated lan server to make my game better and faster?
    . What are you looking at?

  9. #9
    Administrator AdamR's Avatar  
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    Re: Reliable channel overflowed local network

    First this:

    Quote Originally Posted by AdamR View Post
    On your LAN server, check these:

    sv_maxrate, should be 25000 for LAN games
    sv_maxupdaterate, should be 100 for LAN games
    Also back in the WON days rather than clients using their own rate and cl_rate (upstream) settings, the server would determine the rate that clients use in LAN games (sv_lan 1) with CVAR sv_lan_rate. Not sure if this is the case with Steam, but ensure that is 25000 too.
    Adam "Adambean" Reece
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  10. #10
    Linux development & test edman747's Avatar  
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    Re: Reliable channel overflowed local network

    on the lan server the default is sys_ticrate 100
    can I make it better and faster by setting it to sys_ticrate 1000

    I use net_graph 2 and it is much smoother when the server is set to: sys_ticrate 100
    what did I do wrong?
    . What are you looking at?

  11. #11
    Administrator AdamR's Avatar  
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    Re: Reliable channel overflowed local network

    Adam "Adambean" Reece
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  12. #12
    Linux development & test edman747's Avatar  
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    Re: Reliable channel overflowed local network

    so sys_ticrate 1000 is bad.
    my lan server lockes up with it.

    I love sys_ticrate 100

    should I set it to 66?
    . What are you looking at?

  13. #13
    Administrator AdamR's Avatar  
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    Re: Reliable channel overflowed local network

    Silencer pointed out that using base 16 (16/32/64/96/128/etc) somehow gives a smoother tick rate than using base 10 (10/20/30/50/60/100/120/etc).

    I have mine on 128, which gives me a very smooth 125 ticks/second.
    Adam "Adambean" Reece
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