Ping

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BunkerBlaster
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Ping

Post by BunkerBlaster »

It would be nice if a new log could be created just for ping. Occasionaly I may experience lag and if I switch to alliance screen to look at ping its after the fact. Multiplayer games are faster paced than they use to be and dont have time too look at ping much. This log may help differentiate what may be a internet problem or sync problems or cause of lost packets. Right now there are few but I would like to see no lost packets. If this is not feasible then maybe create a ping menu in game that can be toggled on or off. Also be nice if there was a number instead of the ball by flags. There is all that room where scribble use to be.
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Zarel
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Re: Ping

Post by Zarel »

BunkerBlaster wrote:This log may help differentiate what may be a internet problem or sync problems or cause of lost packets.
We use TCP. There's [practically] no such thing as packet loss in TCP.

Any "internet problem" will cause a user to outright disconnect.
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Crymson
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Re: Ping

Post by Crymson »

Zarel wrote:
BunkerBlaster wrote:This log may help differentiate what may be a internet problem or sync problems or cause of lost packets.
We use TCP. There's [practically] no such thing as packet loss in TCP.

Any "internet problem" will cause a user to outright disconnect.
How do you figure that?
Most of the time if a error is detected in the TCP stream, it will request the packet again.
I don't see how any "internet problem" will cause someone to "disconnect outright". Maybe a severe problem, but most problems, the net can handle OK, you will only get lag, while the TCP packets get resent.

The ping readout isn't very accurate either.
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Zarel
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Re: Ping

Post by Zarel »

Flank4 wrote:How do you figure that?
Most of the time if a error is detected in the TCP stream, it will request the packet again.
I don't see how any "internet problem" will cause someone to "disconnect outright". Maybe a severe problem, but most problems, the net can handle OK, you will only get lag, while the TCP packets get resent.

The ping readout isn't very accurate either.
I mean that any internet problem severe enough to cause a dropped TCP packet would cause Warzone to disconnect.
BunkerBlaster
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Re: Ping

Post by BunkerBlaster »

Zarel wrote:
Flank4 wrote:How do you figure that?
Most of the time if a error is detected in the TCP stream, it will request the packet again.
I don't see how any "internet problem" will cause someone to "disconnect outright". Maybe a severe problem, but most problems, the net can handle OK, you will only get lag, while the TCP packets get resent.

The ping readout isn't very accurate either.
I mean that any internet problem severe enough to cause a dropped TCP packet would cause Warzone to disconnect.
Bingo, you hit the nail on the head. I dont think it disconnects. I was under the impression the non-existent droid in the logs were due to internet travel time or resent or a lost packet. Yet I have noticed players with higher ping have many non-existent droid. Players with low ping usually have no droid errors.

I also suspect the lag that many complain about is not lag at all. Because it occurs when pings are less than 200 (per warzone alliance menu) and if it does its starts within the first 3 minutes of game. Yet I hosted a 4 player game today and one player had 1210 ping (per warzone alliance menu) yet there was no lag at all. I checked many times and the ping stayed at 1210 yet the player had a green ball when I launched the game.

I will drop this but if you could please answer one question for me. How often does the alliance menu measure ping in beta 11a?
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Zarel
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Re: Ping

Post by Zarel »

BunkerBlaster wrote:I will drop this but if you could please answer one question for me. How often does the alliance menu measure ping in beta 11a?
In case you were asking me specifically, I don't know.
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Crymson
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Re: Ping

Post by Crymson »

BunkerBlaster wrote:Bingo, you hit the nail on the head. I dont think it disconnects. I was under the impression the non-existent droid in the logs were due to internet travel time or resent or a lost packet. Yet I have noticed players with higher ping have many non-existent droid. Players with low ping usually have no droid errors.

I also suspect the lag that many complain about is not lag at all. Because it occurs when pings are less than 200 (per warzone alliance menu) and if it does its starts within the first 3 minutes of game. Yet I hosted a 4 player game today and one player had 1210 ping (per warzone alliance menu) yet there was no lag at all. I checked many times and the ping stayed at 1210 yet the player had a green ball when I launched the game.

I will drop this but if you could please answer one question for me. How often does the alliance menu measure ping in beta 11a?
It is very difficult to detect lag on warzone because of the network model and the fact that units can do different things on different machines.
If I am reading the code correctly, the ping calls may never be called again in certain conditions.
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Re: Ping

Post by BunkerBlaster »

Flank4 wrote:It is very difficult to detect lag on warzone because of the network model and the fact that units can do different things on different machines.
If I am reading the code correctly, the ping calls may never be called again in certain conditions.
Thank you for looking into it.
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Buginator
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Re: Ping

Post by Buginator »

BunkerBlaster wrote: Bingo, you hit the nail on the head. I dont think it disconnects. I was under the impression the non-existent droid in the logs were due to internet travel time or resent or a lost packet. Yet I have noticed players with higher ping have many non-existent droid. Players with low ping usually have no droid errors.

I also suspect the lag that many complain about is not lag at all. Because it occurs when pings are less than 200 (per warzone alliance menu) and if it does its starts within the first 3 minutes of game. Yet I hosted a 4 player game today and one player had 1210 ping (per warzone alliance menu) yet there was no lag at all. I checked many times and the ping stayed at 1210 yet the player had a green ball when I launched the game.

I will drop this but if you could please answer one question for me. How often does the alliance menu measure ping in beta 11a?
When you see the pings in the lobby screen, they are calculated differently than in game, when there is lots of traffic going on.

The ping time in normal games is given the lowest priority, which means, it is possible for it to not get updated for a long time.
The priority is, droids, structures, power, score, ping. If any of those before ping use up all our buffer, then ping messages don't get processed.
and it ends here.
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