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LanceCN

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  1. I'm uncertain whether this code is viable.
  2. #### SESSION.H **old**: ```cpp //........................................................................... // Max sizes of packets we want to send // The IPX packet's size is IPX's max size (546), rounded down to accommodate // the max number of events possible. //........................................................................... #define MAX_IPX_PACKET_SIZE (((546 - sizeof(CommHeaderType)) / \ sizeof(EventClass) ) * sizeof(EventClass)) #define MAX_SERIAL_PACKET_SIZE 256 ``` **new**: ```cpp #define MAX_IPX_PACKET_SIZE (((1400 - sizeof(CommHeaderType)) / \ sizeof(EventClass) ) * sizeof(EventClass)) #define MAX_SERIAL_PACKET_SIZE 512 ``` --- #### GLOBALS.CPP **old**: ```cpp IPXManagerClass Ipx ( MAX (sizeof (GlobalPacketType), sizeof(RemoteFileTransferType)), ((546 - sizeof(CommHeaderType)) / sizeof(EventClass) ) * sizeof(EventClass), 160, // # entries in Global Queue 32, // # entries in Private Queues VIRGIN_SOCKET, IPXGlobalConnClass::COMMAND_AND_CONQUER0); ``` **new**: ```cpp IPXManagerClass Ipx ( MAX (sizeof (GlobalPacketType), sizeof(RemoteFileTransferType)), ((1400 - sizeof(CommHeaderType)) / sizeof(EventClass) ) * sizeof(EventClass), 320, // # entries in Global Queue (原160, 翻倍) 128, // # entries in Private Queues (原32, 4倍) VIRGIN_SOCKET, IPXGlobalConnClass::COMMAND_AND_CONQUER0); ``` #### QUEUE.CPP **old**: ```cpp //------------------------------------------------------------------------ // Determine how many events it's OK to send this frame. //------------------------------------------------------------------------ if (net->Private_Num_Send() >= 4) { cap = 0; do_once = 1; } else if (net->Private_Num_Send() >= 2) { cap = 5; do_once = 1; } ``` **new**: ```cpp if (net->Private_Num_Send() >= 16) { cap = 0; do_once = 1; } else if (net->Private_Num_Send() >= 8) { cap = 20; do_once = 1; } ```
  3. Make the packet size value a little larger. I have discovered a very serious problem. When all players are performing "gq operations," we get a network disconnection after it's done more than 200 times. later tested this with just mouse clicks and found that the disconnection happens at 1,500 clicks. I've discovered that the IPX packet size is limited to 546.Could you please change it to 1400? Also, please change MAX_SERIAL_PACKET_SIZE from 256 to 512.
  4. Hello, developer: Can you recompile a version of ra95? Make the packet size value a little larger. #define MAX_IPX_PACKET_SIZE (((1400 - sizeof(CommHeaderType)) / \ sizeof(EventClass) ) * sizeof(EventClass)) #define MAX_SERIAL_PACKET_SIZE 512 ((1400 - sizeof(CommHeaderType)) / sizeof(EventClass) ) * sizeof(EventClass), 320, // # entries in Global Queue 128, // # entries in Private Queues if (net->Private_Num_Send() >= 16) { cap = 0; do_once = 1; } else if (net->Private_Num_Send() >= 8) { cap = 20; do_once = 1; }
  5. Hello, developer: Can you recompile a version of ra95? Make the packet size value a little larger. #define MAX_IPX_PACKET_SIZE (((1400 - sizeof(CommHeaderType)) / \ sizeof(EventClass) ) * sizeof(EventClass)) #define MAX_SERIAL_PACKET_SIZE 512 ((1400 - sizeof(CommHeaderType)) / sizeof(EventClass) ) * sizeof(EventClass), 320, // # entries in Global Queue 128, // # entries in Private Queues if (net->Private_Num_Send() >= 16) { cap = 0; do_once = 1; } else if (net->Private_Num_Send() >= 8) { cap = 20; do_once = 1; }
  6. When the game reaches 10-15 minutes and we have a lot of tanks and operations, we will disconnect When debugging mode is enabled on the tunnel server, the log output is normal, but there is no data at the moment of network disconnection, indicating that the online patch has not continued to send data packets to the server Does the program crash when a large number of tanks engage in GQ battles with more than 6 players?
  7. chinese network has problems, most of cloudflare's IP addresses are blocked, so many Chinese players cannot connect to cncnet, and need to use vpn to connect to cncnet. So we need a tunnel server in china to support, without a tunnel server to support the network delay is too high and the probability of losing the network in the middle is very high.
  8. Thank you for replying to my message. Currently I can't see my server in the list of created games. Do you need to manually assign my server ip address to the area with the Chinese prefix? Then it can be displayed in our China region. At present, two of them can be displayed in my game list, and they have a common feature that they have [CN] prefix, as shown in the following table [CN][GZ]imrbq.com v3 119.91.150.133:50001 0 / 30 OK [CN][SH]Potatoes_is_Cooked!_By_SV v2 101.35.4.163:50000 19 / 66 OK
  9. WK_Team_CN v3 164.88.72.43:50001 0 / 200 OK WK_Team_CN v3 159.75.151.220:50001 0 / 200 OK WK_Team_CN v2 164.88.72.43:50000 0 / 200 OK WK_Team_CN v2 159.75.151.220:50000 0 / 200 OK I have created two Tunnel Servers in China, and https://cncnet.org/status shows ok. But I can't see the server in the ra1 game. Is it because of the wrong identification of the IP address location, so it cannot be seen in China? Can you help me manually adjust the ip location?
  10. how to creat host?
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