I cannot answer if some stuff can be prevented but... server has a default load, several actors can be delayed. Initialization will not see them, but... if they are coming later (like projectiles fired) they might be more welcomed. ipToCountry was nasty for me all time, amazingly, not working in a perfect stage, it was better when I started it... LATER. Mutate command reported country even after some kills, after some action which I did not see before. I don't know all effects when Engine is firing ALL actors at once VS Actors started later but... things do seem different when I'm waiting a bit before adding ServerActors or whatever Mutators. Monster Gaming Server has several actors initialized later and they are just fine. It's all about checking, because not all Servers have the same behavior. My Home server do works in a way, HOF is a bit different, NfoServer is a bad-ass really powerful and stable as a rock (I'm jealous here) it has a constant Tick-Rate
![Shocked :shock:](./images/smilies/icon_eek.gif)
.
You can setup some tests, post some logs, we can setup debates around them. So far NfoServer was reacting as I was expecting and even better than I could imagine.
To not forget: NfoServer aka Monster Gaming Server is using XC_Engine 21, Engine 451b (not my deal), XC_Core v8, and sorted things generally. All graphs were nice (they do have statistics) I really have no reason to complain except the way of killing server's thread losing critical data from logs... which in my house are entirely available.
And let's see that... thread.
55 ServerPackages
![Shocked :shock:](./images/smilies/icon_eek.gif)
... What the hell does that mean ? Player loading X MB just because we can edit an INI ? Lol admins... In 100 years I cannot detect problems caused by this way of doing...
Next toy specific for XC_Engine is a mutator having some... different duty. It is intended to map packages outside of INI depending on game-type preventing this insane dumb load with ServerPackages even if they are not needed. In CTF I don't need DM stuff, and neither MH stuff. This might sound as a myth but it's a reality in 2018, such tool runs in testing stage and it can be modified and improved.
Let's see a snippet copied from INI according to that mutator:
Code: Select all
[Packager.ServPackager]
GmType[0]=MonsterHunt
GmType[1]=DeathMatchPlus
GmType[2]=TeamGamePlus
GmType[3]=CTFGame
...
SrvPacks0[0]=Ns_SpawnPoint2
...
SrvPacks1[0]=UTToolbox
SrvPacks1[1]=NsMonster
SrvPacks1[2]=Cacher
SrvPacks1[3]=UTrooper
SrvPacks1[4]=UTrooper2
...
SrvPacks2[0]=UTMHPack
SrvPacks2[1]=UTrooper
SrvPacks2[2]=UTrooper2
SrvPacks2[3]=UTToolbox
...
SrvPacks3[0]=NsMonster
SrvPacks3[1]=Cacher
SrvPacks3[2]=UTToolbox
SrvPacks3[3]=XCTFAnnouncer_ST
...
I don't have all packages for a single stupid game-type, I simply have ONLY what is necessary. Other game-type has another collection of packages, and then I don't see any additional memory load for nothing useful at time. If these have common named classes used by 3 packages I'm not sure if they will not have internal conflicts and problems, I might wrong here but... I prefer to not load USELESS packages just because the server must be... fancy... but unstable and just a guess work.
Packages used by Monster Gaming Server ?
Let's take a look together:
Code: Select all
ServerPackages=MBot_F
ServerPackages=SoldierSkins
ServerPackages=SoldierSkins_HOF
ServerPackages=SoldierSkins_HOFjester
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=FCommandoAsia
ServerPackages=FCommandoHOFgirl
ServerPackages=SGirlSkins
ServerPackages=SGirlSkinsHOF
ServerPackages=BossSkins
ServerPackages=BotPack
ServerPackages=MultiMesh
ServerPackages=EpicCustomModels
ServerPackages=TCowMeshSkins
ServerPackages=tcowmeshskins_bdsm
ServerPackages=TNaliMeshSkins
ServerPackages=TSkMSkins
ServerPackages=SkeletalCharsFix313
ServerPackages=XXanPackage
ServerPackages=AdvancedModelSupport
ServerPackages=DarkHelmet
ServerPackages=CountryFlags2
ServerPackages=HoFIntroV7
ServerPackages=hofpackage18
I'm sitting down to think if I do need all of these... games and maps have BotPack classes as dependencies so this package it's mapped automatically, and then... probably it's useless declared in INI... Right ? What do you think ?