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XH-D01: A player missed sounds or effects: more than one packet can carry

Sounds, effects, HUD text and other data the game can lose without harm (unreliable data) were not sent to this player.

xHLDS version
3.15.0-hs.9
Updated

On the console:

[XH-D01] "<player>" missed 60 messages in 10 s (sounds 25, effects 19, ...)

Printed: at most every 10 s per player, xhlds_datagram_warnings 1.

Sounds, effects, HUD text and other data the game can lose without harm (unreliable data) were not sent to this player: more was queued for them between two of their packets than one packet can carry (4000 bytes). The player keeps playing; they missed some of what the line lists.

Is it a problem? Now and then (a big explosion), no. The same player many times a minute, or many players at once, means the server sends more than players can receive.

Usual cause: a plugin sending many effects or messages at once, or every frame.

What to do:

  • xhlds_datagram_warnings 2 prints a line for every dropped message with the module that sent it (e.g. amxmodx_mm_i386.so; the module, not the AMXX plugin). Pause suspected plugins one at a time (amxx pause <plugin>) and watch whether the lines stop.
  • Players with a low update rate get fewer packets, so more waits for each one; sv_minupdaterate sets the lowest.

On the server

xhlds_explain XH-D01 prints this explanation on the server console, also over rcon.

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