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Old 28/01/2015, 04:29 PM   #1
Nicow
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Default Query mechanism improvement

Hey all !
What about the query mechanism ?
The opcodes c & d are throttled to 100 and that's a bit awkward for the servers with 100+ players.

You should let server owners decide whether or not modify that value (10 to 500 for example) in the server.cfg (but it would be their own responsibility if they set a high value and get "query-attacked" or anything else)
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Old 28/01/2015, 05:42 PM   #2
Mellnik
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Default AW: Query mechanism improvement

Yeah in JC-MP the player query even worked for 2000 concurrent players. There must be a way to do this and keep the possible amplification at a minimum.
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Old 28/01/2015, 07:59 PM   #3
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Default Re : Query mechanism improvement

+1 !!
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Old 28/01/2015, 11:02 PM   #4
skylive77
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Default Re: Query mechanism improvement

+1 !
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Old 28/01/2015, 11:06 PM   #5
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Default Re: Query mechanism improvement

+1 !!!
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Old 28/01/2015, 11:56 PM   #6
{Robin}
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Default Re: Query mechanism improvement

+1 !!
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Old 29/01/2015, 12:50 AM   #7
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Default Re: Query mechanism improvement

Although it's not a pressing issue, I do support the idea of allowing servers with 100+ players to send their playerlists to the client.

In short: +1 !!!1!
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Old 29/01/2015, 01:06 AM   #8
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Default Re: AW: Query mechanism improvement

Quote:
Originally Posted by Mellnik View Post
Yeah in JC-MP the player query even worked for 2000 concurrent players. There must be a way to do this and keep the possible amplification at a minimum.
JustCause isn't the same thing as Grand Theft Auto. They probably even use different methods to handle player query / data.
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Old 29/01/2015, 01:10 AM   #9
Vince
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Default Re: Query mechanism improvement

I hardly see a useful purpose to that. Honestly, who's going to sift through a list of hundreds of players? And to find what? If you, for whatever reason, need to list the players on your server, store that list somewhere (like in a database) and query it there. Problem solved.

Also what's up with the completely unnecessary "+1" posts? Postboosting, much?
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Old 29/01/2015, 01:29 AM   #10
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Default Re: Query mechanism improvement

I dont really see why anyone would need that. Browsing through 500 players in the list to find a friend or something would take much longer than joining the server and asking if your friend is around in the chat.

However, I cant understand how the 100-player limit should prevent server overload. Actually its just 5 times that much data for a 500 player server. The data for 500 player names (500 * 24 bytes) + 500 scores (500 * 8 bytes) would result in a ~17kb big network package, compared to ~3.4kb for 100 players. Sure this would be quite a big difference for small servers, but 500 slot servers already cause several megabytes of upstream per second. The 14 extra kb for player data would barely make up a single percent, even if queried several times per second.
And the servers query-spam protection already works well enough to cause no trouble. People cant abuse it to lag the server by spamming 100-player requests, so they also wont be able to lag it with 500-player requests.

So imo, if people really think they need to list all 500 players, why not give them the option to do so? After all they can still reduce it again afterwards if their server/connection isnt strong enough for that.
Alternatively you could add an additional querycode to get all players, that gets sent if the player really scrolls down in the player list.
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