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Author Topic: Jumping Tanks  (Read 2158 times)
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fu
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« on: May 03, 2009, 04:46:36 PM »

In the last few days many of us noticed a couple of strange things in game servers:

- tanks often "jumping" (short lags)

- tanks sometimes "invulnerable"  Cheesy (you can shoot them with full army and fire but they are still there...)

I think the two things are connected...



In debug mode, I noticed in my server an unusual amount of "status" requests which might be the cause of those slowdowns.

Since netpanzer.org serverbrowser has a cache of 30-40 secs, I suspect  someone else is experimenting new things...


Whatever you're  doing, plz don't forget "game experience" and "playability"  !!!


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krom
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« Reply #1 on: May 08, 2009, 03:05:53 PM »

Hi, can I get some of those logs?
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fu
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« Reply #2 on: May 11, 2009, 09:18:32 AM »

Check this one. (see attachment)
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krom
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« Reply #3 on: May 11, 2009, 12:40:00 PM »

The time difference between the status request is a few seconds between them, this doesn't affect the speed in game.

I notice you use protocol 1019, I suppose it is the last svn that supported that protocol.

What I see is that there are 10 players that connects to the game and disconnects before the synchronization has been finished, and this seems strange, why do they disconnect? how much information was transfered? who are they? All these questions calls for "the statistics" that we talked some time ago.

Maybe they are just connecting from modem, or you are downloading something with bittorrent  Cheesy

Anyway "the statistics" have asked me to be incorporated in netPanzer, they would like to show us the information they can discover when the players disconnects  Wink
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krom
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« Reply #4 on: May 11, 2009, 01:36:37 PM »

On svn 1020 some rudimentary statistics has been implemented.

When there is any connection, it will show it's IP address (in logs). The status query also has the IP address of the enquirer (not tested).

When a player disconnects, It will show how long time it was connected, how many packets was sent/received and how many bytes was sent/received (ok, the order is received/sent).

Of course there is a small problem, these changes are for latest svn and the previous versions doesn't have it. It should be easy to add the same changes to previous versions (check the diff).
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fu
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« Reply #5 on: May 11, 2009, 01:50:41 PM »

Quote
The time difference between the status request is a few seconds between them, this doesn't affect the speed in game.

Hmm, I'll do my tests Krom and see what happens...
Quote
I notice you use protocol 1019, I suppose it is the last svn that supported that protocol.

Yep, it was 1079 or you hardly find players around  Sad

Quote
What I see is that there are 10 players that connects to the game and disconnects before the synchronization has been finished, and this seems strange, why do they disconnect? how much information was transfered? who are they? All these questions calls for "the statistics" that we talked some time ago.

or they just didn't have "Wild Hunt" map, possible?

Quote
Maybe they are just connecting from modem, or you are downloading something with bittorrent

Yes, and streaming movies, and skyping with friends etc  Cheesy  While my tanks jumped like frogs over NP map... Lips Sealed

Quote
Anyway "the statistics" have asked me to be incorporated in netPanzer, they would like to show us the information they can discover when the players disconnects

Statistics talked to you? Oh if I only could have some of your superpowers...  Cheesy

« Last Edit: May 11, 2009, 02:02:43 PM by fu » Logged

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fu
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« Reply #6 on: May 12, 2009, 09:05:51 AM »

1121 works nice. Many thanks Krom, we finally have a great tool to investigate network stuff.

Could you also add, if it's possible, PING values of players who joined game? Then it would be PERFECT  Wink



I agree with you when you suggested that - in the future - it should be gameserver to send data only to a masterserver, this latter one being then queried by various stats scripts and serverbrowsers. Much more efficient scheme I think.


 
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