Measuring outbound traffic: Difference between revisions
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Let's assume you're making a mod for Zandronum that does a lot of calculations, or uses heavy amounts of special effects. Maybe people are complaining that they lag out randomly after a while playing. Maybe you're just obsessive about performance. Anyway, there is a way to measure outbound traffic by actor and script. | Let's assume you're making a mod for Zandronum that does a lot of calculations, or uses heavy amounts of special effects. Maybe people are complaining that they lag out randomly after a while playing. Maybe you're just obsessive about performance. Anyway, there is a way to measure outbound traffic by actor and script. | ||
Enable | Enable <code>sv_measureoutboundtraffic</code> (that is, set it to 1) on the server. The moment you do this, the server will begin to keep a record on the amount of traffic coming out from it. Once you do that, you can use <code>dumptrafficmeasure</code> (again, on the server) to check these records. Use <code>cleartrafficmeasure</code> to reset these records. | ||
When you do a | When you do a <code>dumptrafficmeasure</code>, you'll see something like this: | ||
Network traffic (in bytes) caused by actor code pointers: | Network traffic (in bytes) caused by actor code pointers: |
Latest revision as of 02:18, 3 July 2021
Let's assume you're making a mod for Zandronum that does a lot of calculations, or uses heavy amounts of special effects. Maybe people are complaining that they lag out randomly after a while playing. Maybe you're just obsessive about performance. Anyway, there is a way to measure outbound traffic by actor and script.
Enable sv_measureoutboundtraffic
(that is, set it to 1) on the server. The moment you do this, the server will begin to keep a record on the amount of traffic coming out from it. Once you do that, you can use dumptrafficmeasure
(again, on the server) to check these records. Use cleartrafficmeasure
to reset these records.
When you do a dumptrafficmeasure
, you'll see something like this:
Network traffic (in bytes) caused by actor code pointers: BFG7000Ball 11010 BFG7000Plasma 3947 BallestaArrow 528 BerserkNew 4 ClusterBombGrenade 342 Cyberdemon 270 JKERocketBox 8 Rocket 44 SpitfirerGrenade 42 StrifeMarine 814 TinyGrenade 707 WolfensteinSS 14917 Network traffic (in bytes) caused by ACS scripts: Script 474: 2236 Script 760: 547 Script 876: 928
What this means is that, for example, WolfensteinSS has sent 14917 bytes of data out, and script 474 2236 bytes. This data, while basic, is invaluable for finding out what scripts need to be optimised (in this case, there's nothing particularly bad here, although script 474 could still be optimised).