ZK stats are .. random?
http://i.imgur.com/r58VVD5.png
Search found 3754 matches
- 11 Mar 2016, 15:41
- Forum: General Discussion
- Topic: Is there a point when server split will be undone?
- Replies: 18
- Views: 8132
- 18 May 2015, 16:51
- Forum: Infrastructure Development
- Topic: Lobby server mess
- Replies: 12
- Views: 5812
Re: Lobby server mess
It's not trivial because for proper automated test, you need to verify state as seen both from server and client.
I agree it should go to python.
I agree it should go to python.
- 18 May 2015, 13:15
- Forum: Infrastructure Development
- Topic: Lobby server mess
- Replies: 12
- Views: 5812
Re: Lobby server mess
It's rather trivial https://github.com/ZeroK-RTS/Zero-K-Inf ... mulator.cs
you would just need to run it with pre ZK lobby server version of ZK infrastructure and it should work.
Also uberserver needs to be modified for test (anti registration spam disabled).
you would just need to run it with pre ZK lobby server version of ZK infrastructure and it should work.
Also uberserver needs to be modified for test (anti registration spam disabled).
- 18 May 2015, 10:59
- Forum: Infrastructure Development
- Topic: Lobby server mess
- Replies: 12
- Views: 5812
Re: Lobby server mess
I have some simple tests that just connect couple thousand people, create battles and make them join those battles. Dunno if it's useful, I used that to stress test lobby server in semi manual way (add 2k people, join lobby to see if the state is consistent, all people are in battles etc).
- 21 Feb 2015, 23:49
- Forum: Infrastructure Development
- Topic: Server lightweight mode
- Replies: 17
- Views: 7824
Re: Server lightweight mode
It comes together with two changes
1) max channel size will be limited - if more people join it they automatically go to numbered channel clone
2) there will be no auto channel joining in new ZKL, unless they go to chat section in lobby (less prominent than currently)
1) max channel size will be limited - if more people join it they automatically go to numbered channel clone
2) there will be no auto channel joining in new ZKL, unless they go to chat section in lobby (less prominent than currently)
- 21 Feb 2015, 17:03
- Forum: Infrastructure Development
- Topic: Server lightweight mode
- Replies: 17
- Views: 7824
Re: Server lightweight mode
ZK changed the protocol so that the server keeps track of who know what and sends only data you need. Information content is unchanged but you only get "user info" if you for example joined the same channel and can actually see him in GUI. Server then knows that client X knows client Y and...
- 10 Feb 2015, 10:38
- Forum: General Discussion
- Topic: Which spring engine game is the most popular in multiplayer
- Replies: 46
- Views: 11062
Re: Which spring engine game is the most popular in multipl
As I said ZK does NOT list/count:
-aborted games (which didn't end with proper game over)
-too short games
-games with serious errors (desync) in logs
-games where someone enabled cheat
So it does not report "too much", though it's true it does report passworded games.
-aborted games (which didn't end with proper game over)
-too short games
-games with serious errors (desync) in logs
-games where someone enabled cheat
So it does not report "too much", though it's true it does report passworded games.
- 10 Feb 2015, 02:12
- Forum: Community Blog
- Topic: [website] https enabled for springrts.com!
- Replies: 41
- Views: 21038
Re: [website] https enabled for springrts.com!
Does not work from android browser.
- 09 Feb 2015, 11:54
- Forum: General Discussion
- Topic: Which spring engine game is the most popular in multiplayer
- Replies: 46
- Views: 11062
Re: Which spring engine game is the most popular in multipl
It's only games that ended and reported to master server (MP hosted games, no crash, no cheats, no restart etc). This is data for games longer than 5 minutes: Battles from 1.12.2014 0:00:00 Total: 13789 Size: 0 Battles: 13 Size: 1 Battles: 5016 Size: 2 Battles: 4449 Size: 3 Battles: 1088 Size: 4 Bat...
- 09 Feb 2015, 10:58
- Forum: General Discussion
- Topic: Which spring engine game is the most popular in multiplayer
- Replies: 46
- Views: 11062
Re: Which spring engine game is the most popular in multipl
Run stats from same period (since start of december - last 2 months). Battles from 1.12.2014 0:00:00 Total: 16186 Size: 0 Battles: 16 (bots vs bots) Size: 1 Battles: 6215 Size: 2 Battles: 5289 Size: 3 Battles: 1274 Size: 4 Battles: 1023 Size: 5 Battles: 332 Size: 6 Battles: 445 Size: 7 Battles: 155 ...
- 06 Feb 2015, 18:52
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
There is no plan to restrict non-ZK games. The checkbox "show only official games" stays and thats it. If there are other games hosted on the same server, they will be downloadable and joinable. Springies have capability to host any mod so it's easy to host let's say your own KP, BA or jou...
- 04 Feb 2015, 10:16
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
This is the "trivial" solution i had in mind
http://pastebin.com/5r8PwnD9
http://pastebin.com/5r8PwnD9
- 04 Feb 2015, 10:14
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
ZK was using forcejoinbattle not forge for some time..
It did ignore forcejoin failed because it was too late .. it needed to know who will fail *before* sending forcejoin battle..
It did ignore forcejoin failed because it was too late .. it needed to know who will fail *before* sending forcejoin battle..
- 04 Feb 2015, 10:00
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
Well I thought you understood it...basically in principle such command should not ask lobby client for permission.. It should send left battle and joined battle...
And issue was that if we didn't know *before hand* which client will listen and which not, we cannot do a matchmaking..
And issue was that if we didn't know *before hand* which client will listen and which not, we cannot do a matchmaking..
- 04 Feb 2015, 09:52
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
Indeed, I now have time to work full time and I wan't to take maximum advantage of it, bringing ZK to be steam ready ASAP before my IRL situation changes again.
Zero-K lobby will also be rewritten now...
Zero-K lobby will also be rewritten now...
- 04 Feb 2015, 09:48
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
again: only complains and NO contributions Well isn't that natural? I was not maintaining uberserver, I'm not a python coder so I thought it's easier to report issues. You also reported lots of ZK infra issues but I had absolutely no expectation of you fixing them, I was trying to fix them when tim...
- 04 Feb 2015, 09:32
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
re: Gajop Well you can still see my tickets about forcejoin or scaling for thousands of people on issue list of uberserver, can't you? You know why it was requested? Forcejoin was for matchmaking and matchmaking as implemented by ZK originally didn't require any protocol changes (because i really di...
- 04 Feb 2015, 09:18
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
heard about GIL? python runs in a single thread. also you were running a modified uberserver, maybe your changes make it worse: it very likely also runs slower on windows. I didn't know about GIL. In tests it was acting really strange though. Not all clients saw same state if changes were happening...
- 04 Feb 2015, 08:17
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
Gajop, performance and features (like force join) were the ultimate reason. You didn't see any uberserver commits, because uberserver was deleted and new lobby server created from scratch using different protocol. In tests it couldn't cope with high player counts (it was dying/randomly breaking long...
- 20 Jan 2015, 02:09
- Forum: General Discussion
- Topic: ZK lobby server split is a disaster?
- Replies: 125
- Views: 108263
Re: ZK lobby server split is a disaster?
Gajop, nothing important is "broken" in the protocol. Removed commands were admin commands and rename .. . All ordinary stuff is intact. If you consider removal of bunch of admin commands, which would not be a part of relay anyway "breaking protocol", then I must say that you pro...