Remove fixed model transfer rate caps and stale queue drops

This commit is contained in:
chazmm committed 2026-09-10 03:10:15 +01:00
1 parent e23f7ba562
commit 5badc2d9f4
5 files changed
+156 -26

No files matched your search

+8 -4
View File
@@ -16,10 +16,14 @@ The host forwards available chunks while downloading. A sliding selective-ACK
window replaces the old 32-chunk request/wait cycle. Each peer receives the current
model once; completed content is cached for later swaps, and a late join receives
the current selection. New selections cancel obsolete transfers.
Movement/collision packets are serviced first. Bulk traffic has its own bounded
4 MB/s per-link ceiling, grows its window as chunks are acknowledged, backs off
on loss/relay congestion, and retries missing
chunks. Datagram queues hold slow render frames' traffic on both direct sockets
Movement/collision packets are serviced first. Bulk traffic has no fixed
bytes-per-second cap: its acknowledgement window grows with successful delivery
and backs off on packet loss. Each service call is bounded to 512 KB per peer
and 2 MB overall to protect frame time and local IPC queues. Missing chunks retry.
Steam's configured maximum is the highest representable rate; its minimum is
unchanged, so this does not force traffic beyond Steam's connection control.
The relay no longer discards packets based on a once-per-second queue snapshot.
Movement retains Steam's NoDelay flag. Datagram queues hold slow render frames' traffic on both direct sockets
and Steam IPC. The Steam send-rate ceiling is raised from its small-message
default. The HUD shows character transfer progress.
Each remote keeps its visible character until the new scenes, textures and every