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Posted

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?

Posted

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;
 
    }
 

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