Demo Servers Flood-Protection
The demo servers have general purpose flood-protection that has
caused some confusion.
Clients are only allowed to make one command a second of any kind.
This prevents excessive flooding by chats, model / name changes,
and any other command that could possibly be exploited. The
command streams are stalled, so it doesn’t have any effect on
processing order or reliability.
This means that if you issue two commands immediately after one
another, there will be a one second stall before the second
command and all movement clears. You see this on the lagometer
as yellow spiking up for a second, then dropping away.
Hitting tab for the scoreboard sends a command, so you trigger
the flood protection if you bang tab a couple times. This has
been fixed so that the scoreboard will never send more than
one update request every two seconds, but you will need to
watch out for it in the existing demo.
The defered model loading has also caused some confusion, but
that is a feature, not a bug.
In previous tests, you hitched for a second or two whenever a
client with a new model or skin joined a game.
In the demo, when a client joins the game they will be given
the model and skin of someone else temporarily, so there is
no hitch. The only time it will hitch on entry is if it is
a team game and there isn’t anyone on the team they join. I
make sure the skin color is correct, even if the model isn’t.
These “defered” clients will be loaded when you bring up the
scoreboard. You can do this directly by hitting tab, or you
can have it happen for you when you die.
The point is: you died BEFORE it hitched, not as a result of
the hitch.
The scoreboard header is up, but it is still a bit easy to miss.
* fixed high server idle cpu usage
(it was spinning in place until maxfps was used!)
* fixed g_password, which is crashing in the demo
* moved svs.snapshotEntities to the hunk
* enable lagometer whenever running a non-local game
* cg_drawTeamOverlay cvar, set to 0 by default
* finished authorize work
* better reporting of unused highwater memory