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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0003073 | Spring engine | General | public | 2012-04-27 18:33 | 2012-06-08 21:19 | ||||
Reporter | Licho | ||||||||
Assigned To | zerver | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | 89.0 | |||||||
Summary | 0003073: If you reconnect long running game there is "waiting packet limit reached spam" | ||||||||
Description | And you cannot control any units. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Notes | |
zerver (reporter) 2012-05-25 21:25 |
Licho, firstly I assume you are referring to mid-game join. Reconnect is another thing that occurs if you e.g. change your IP address in the middle of a game. Do you have a failsafe way of reproducing it? I have indeed seen it once, I think it happened when I mid-game joined as a player. But it rarely, if ever, seems to happen when joining as a spec. I was suspecting that is was caused by some widget sending data e.g. every game-frame, thus reaching the limit. If you have a way of reproducing it, could you also try it without any widgets enabled? Thanks! |
Licho (reporter) 2012-05-25 21:29 |
Try with any long running ZK game - like a FFA battle. It happens to me always. Sometimes im connected, game runs at normal speed but due to this limit it takes furterh 2-3 minutes of lag until i can actually control units in real time. This is new to 88.0 Indeed there are widgets that send data - for example cursor positions, current selection and proably other stuff too. |
zerver (reporter) 2012-05-25 21:38 |
Thanks, it may still be difficult for me to reproduce due to the fact that I have a fairly slow connection, so I'd still appreciate if you can test whether widgets off resolves the issue. If it does, the widgets simply need to be redesigned to reduce the packet flood during mid-game join. |
Licho (reporter) 2012-05-25 22:06 |
Why cant this buffer be removed instead? We never had any network related issue before. |
zerver (reporter) 2012-05-26 01:21 |
You mean remove BW limits altogether? The dev team made a unanimous decision that BW limit is needed because it is so easy to write a malicious widget that will crash a whole game. Please note that it is possible to disable BW limits on your servers if you wish. |
Licho (reporter) 2012-05-26 01:56 |
Can you tell me what to disable in this case? |
zerver (reporter) 2012-05-26 02:21 |
Server config file: LinkIncomingSustainedBandwidth = 0 LinkIncomingPeakBandwidth = 0 LinkIncomingMaxPacketRate = 0 LinkIncomingMaxWaitingPackets = 0 |
Licho (reporter) 2012-05-27 21:20 |
Tried that but it still happens. .after you catch up it still shows massive lag, you can have ping 30 minutes even though you are catched up and whole base is flashing. I also often try to catch up minimized if that makes a difference. |
Licho (reporter) 2012-05-27 21:23 Last edited: 2012-05-27 21:24 |
For example in this game, i was fully "synced" to game i could see everything instantly even when i entered chat in lobby .. but my own commands to game were delayed by 40 minutes... http://img37.imageshack.us/img37/9516/ss20120527212229.jpg Whatever i said was 40 minutes out. Whatever people said I saw instantly.. So whats going on?? (Oh and my ping was increasing faster than game progression, it could go up a minute every second) |
abma (administrator) 2012-05-29 00:26 Last edited: 2012-05-29 00:28 |
possible related to 0003076? (and maybe 0003093?) |
Licho (reporter) 2012-05-29 10:05 |
Yes it could be related and its certainly new to 88.0 It has never happend to me before. |
Licho (reporter) 2012-05-29 10:54 |
Maybe its related to this - catching up when minimized. http://springrts.com/phpbb/viewtopic.php?f=1&t=28105 Stuff is rendered (he is synced) but his own state isnt sent to server. Perhaps thats the problem? |
zerver (reporter) 2012-05-29 17:40 |
I'm more inclined to think that there is something wrong with the protocol. When you rejoin the server throws a shitload of packets at you in an instant, and then the client has to acknowledge all these packets and at the same time it must send lots of sync responses. Probably something is out of balance so that the sync responses don't get through as fast as they should. But this still does not explain the ping "jumping" like Licho wrote. The ping should only go down, or increase slowly with the progression of game frames. |
Licho (reporter) 2012-05-29 18:59 |
Perhaps it was because i minimized between ping checks? |
zerver (reporter) 2012-06-08 21:19 |
https://github.com/spring/spring/commit/dc6084e1cc02c9df678ed4879fc754f334bcbda3 WRT lag after midgame join, I will reopen the issue if the problem persists in the next release. |
Issue History | |||
Date Modified | Username | Field | Change |
---|---|---|---|
2012-04-27 18:33 | Licho | New Issue | |
2012-04-27 18:51 | zerver | Status | new => assigned |
2012-04-27 18:51 | zerver | Assigned To | => zerver |
2012-05-25 21:25 | zerver | Note Added: 0008702 | |
2012-05-25 21:25 | zerver | Status | assigned => feedback |
2012-05-25 21:29 | Licho | Note Added: 0008703 | |
2012-05-25 21:38 | zerver | Note Added: 0008704 | |
2012-05-25 22:06 | Licho | Note Added: 0008705 | |
2012-05-26 01:21 | zerver | Note Added: 0008706 | |
2012-05-26 01:56 | Licho | Note Added: 0008707 | |
2012-05-26 02:21 | zerver | Note Added: 0008708 | |
2012-05-27 21:20 | Licho | Note Added: 0008710 | |
2012-05-27 21:23 | Licho | Note Added: 0008711 | |
2012-05-27 21:24 | Licho | Note Edited: 0008711 | |
2012-05-29 00:26 | abma | Note Added: 0008716 | |
2012-05-29 00:28 | abma | Note Edited: 0008716 | |
2012-05-29 10:05 | Licho | Note Added: 0008717 | |
2012-05-29 10:54 | Licho | Note Added: 0008718 | |
2012-05-29 17:40 | zerver | Note Added: 0008720 | |
2012-05-29 17:40 | zerver | Status | feedback => assigned |
2012-05-29 18:59 | Licho | Note Added: 0008721 | |
2012-06-08 21:19 | zerver | Note Added: 0008746 | |
2012-06-08 21:19 | zerver | Status | assigned => resolved |
2012-06-08 21:19 | zerver | Fixed in Version | => 89.0 |
2012-06-08 21:19 | zerver | Resolution | open => fixed |