Change Sync Response
Moderator: Moderators
Change Sync Response
No sync response is misleading, and should be renamed, users think it's a desync error message when it's not
Re: Dedicated Client
My opinion on that depends on one thing. What percent of the confused are native English speakers?
Re: Dedicated Client
Lobby says 70%+ of players are non native speakers.
Re: Dedicated Client
I see people with US and UK flags get confused, its too easy to misread as a sync error.
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Re: Dedicated Client
Any suggestions?AF wrote:No sync response is misleading, and should be renamed, users think it's a desync error message when it's not
Any message that is not displayed in normal ("all is good") situations can mislead someone into thinking it's an error.
I'd prefer to teach players that if it's not an error its just a warning/hint.
Re: Dedicated Client
warning: delayed response from player XYZ
- very_bad_soldier
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Re: Dedicated Client
SirMaverick wrote: I'd prefer to teach players that if it's not an error its just a warning/hint.
much better than the original!warning: delayed response from player XYZ
Re: Change Sync Response
"Slow response from Player X" perhaps?
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Re: Change Sync Response
So it's the word "sync" that is misleading?
Re: Change Sync Response
sync is a highly precise meaning of the test thats used, but its caused by lag or a slow response, and that is what it useful to the end user.
Also when playing the game you sometimes only watch the word sync and assume its a desync, afterall this si an RTS not a turn based game.
Also when playing the game you sometimes only watch the word sync and assume its a desync, afterall this si an RTS not a turn based game.
Re: Dedicated Client
Well insults to them.AF wrote:I see people with US and UK flags get confused, its too easy to misread as a sync error.
No.AF wrote:warning: delayed response from player XYZ
No.very_bad_soldier wrote:much better than the original!warning: delayed response from player XYZ
No.tombom wrote:"Player X is lagging"
No.Argh wrote:"Slow response from Player X" perhaps?
I'm boggled at these ideas. There is already a 'delayed response' message. This is about the message that says no response. A suitable replacement has to have the meaning of "Player X is not responding". Wrong is worse than confusing.
Side note, maybe Spring shouldn't whine about missing up-to-date sync messages when it's still getting delayed sync messages.
- CarRepairer
- Cursed Zero-K Developer
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Re: Change Sync Response
Warning: No sync response.
Warning: Delayed sync response.
Error: Player desynced.
Warning: Delayed sync response.
Error: Player desynced.
Re: Change Sync Response
what if we introduced log levels for infolog?
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- Spring Developer
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Re: Change Sync Response
What if we already had them, and they were removed?hoijui wrote:what if we introduced log levels for infolog?
Re: Change Sync Response
The only things I'd honestly like to see in logging that I can't right now is:
1. I'd like to see debugging logs for Lua be possibly in a different file. It's a pain sometimes, hand-parsing through Infolog, looking for bug events.
2. I'd like to see cyclic logging of the performance metrics, using a parameter to determine how often we see it, or a trigger based on a param. For example: CPU is stalled? Let a Lua callin know, so that we can explore the game-state (which will, obviously, cause yet more lag, but this is for optimization purposes) if we really want that much detail.
I don't see much point in specific logging for AI: they can print their log via either infolog or use Lua (in which case, a seperate Lua debugging log would be doubly useful).
1. I'd like to see debugging logs for Lua be possibly in a different file. It's a pain sometimes, hand-parsing through Infolog, looking for bug events.
2. I'd like to see cyclic logging of the performance metrics, using a parameter to determine how often we see it, or a trigger based on a param. For example: CPU is stalled? Let a Lua callin know, so that we can explore the game-state (which will, obviously, cause yet more lag, but this is for optimization purposes) if we really want that much detail.
I don't see much point in specific logging for AI: they can print their log via either infolog or use Lua (in which case, a seperate Lua debugging log would be doubly useful).
Re: Change Sync Response
1. use sed, grep or awk
2. there is a chat command: /debuginfo profiling; which loggs the info you see when pressing B to infolog, so i gues it shoudl be easy for you to do a widget and issue that command whenever you need it
(3.) all AIs have their own log, and AI Devs wont change that. languages like Java have nice logging systems, and as AIs are relatively independent parts, and it is easier for the devs to implement their own stuff...
they can log to infolog, but they hardly use it.
2. there is a chat command: /debuginfo profiling; which loggs the info you see when pressing B to infolog, so i gues it shoudl be easy for you to do a widget and issue that command whenever you need it
(3.) all AIs have their own log, and AI Devs wont change that. languages like Java have nice logging systems, and as AIs are relatively independent parts, and it is easier for the devs to implement their own stuff...
they can log to infolog, but they hardly use it.
Last edited by hoijui on 13 Nov 2009, 10:13, edited 1 time in total.
Re: Change Sync Response
I didn't know about that console command. I guess I could monitor for delays ala the performance Widgets we have, then trigger.
I use grep, but not for that purpose. That sounds like it could save me some time, thanks.
I use grep, but not for that purpose. That sounds like it could save me some time, thanks.
Re: Change Sync Response
log=io.open("lualog.txt"), then use log:write instead of Echo? What do you want for lua that you can't already do? I admit that trapping all errors in callins is more complex, but if that's what you want I can make a debugging shim to do it in a few minutes.