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 Post subject: Change Sync Response
PostPosted: 09 Nov 2009, 23:48 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
No sync response is misleading, and should be renamed, users think it's a desync error message when it's not


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 Post subject: Re: Dedicated Client
PostPosted: 10 Nov 2009, 07:56 
Redacted
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Joined: 08 Jan 2007, 06:13
Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
My opinion on that depends on one thing. What percent of the confused are native English speakers?


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 Post subject: Re: Dedicated Client
PostPosted: 10 Nov 2009, 14:14 
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Joined: 26 Oct 2007, 15:21
Lobby says 70%+ of players are non native speakers.


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 Post subject: Re: Dedicated Client
PostPosted: 10 Nov 2009, 15:05 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
I see people with US and UK flags get confused, its too easy to misread as a sync error.


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 Post subject: Re: Dedicated Client
PostPosted: 10 Nov 2009, 15:19 
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Joined: 19 May 2009, 20:10
AF wrote:
No sync response is misleading, and should be renamed, users think it's a desync error message when it's not

Any suggestions?
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.


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 Post subject: Re: Dedicated Client
PostPosted: 10 Nov 2009, 15:25 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
warning: delayed response from player XYZ


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 Post subject: Re: Dedicated Client
PostPosted: 10 Nov 2009, 21:05 
Lua Coder
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Joined: 20 Feb 2007, 01:10
SirMaverick wrote:
I'd prefer to teach players that if it's not an error its just a warning/hint.

:shock:

Quote:
warning: delayed response from player XYZ

much better than the original!


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 Post subject: Re: Change Sync Response
PostPosted: 10 Nov 2009, 21:05 

Joined: 18 Dec 2005, 20:21
Location: kent, uk
"Player X is lagging"


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 Post subject: Re: Change Sync Response
PostPosted: 10 Nov 2009, 21:47 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
"Slow response from Player X" perhaps?


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 Post subject: Re: Change Sync Response
PostPosted: 10 Nov 2009, 21:57 
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Joined: 19 May 2009, 20:10
So it's the word "sync" that is misleading?


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 Post subject: Re: Change Sync Response
PostPosted: 11 Nov 2009, 00:52 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
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.


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 Post subject: Re: Dedicated Client
PostPosted: 11 Nov 2009, 17:07 
Redacted
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Joined: 08 Jan 2007, 06:13
Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
AF wrote:
I see people with US and UK flags get confused, its too easy to misread as a sync error.
Well insults to them.


AF wrote:
warning: delayed response from player XYZ
No.
very_bad_soldier wrote:
Quote:
warning: delayed response from player XYZ
much better than the original!
No.
tombom wrote:
"Player X is lagging"
No.
Argh wrote:
"Slow response from Player X" perhaps?
No.


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.


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 Post subject: Re: Change Sync Response
PostPosted: 12 Nov 2009, 21:03 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
Warning: No sync response.
Warning: Delayed sync response.
Error: Player desynced.


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 Post subject: Re: Change Sync Response
PostPosted: 12 Nov 2009, 22:36 
Spring Developer
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Joined: 22 Sep 2007, 08:51
what if we introduced log levels for infolog?


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 Post subject: Re: Change Sync Response
PostPosted: 12 Nov 2009, 22:41 
Spring Developer

Joined: 24 Jun 2007, 07:34
Location: 50┬░ 56' N, 11┬░ 35' O
hoijui wrote:
what if we introduced log levels for infolog?

What if we already had them, and they were removed?


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 Post subject: Re: Change Sync Response
PostPosted: 12 Nov 2009, 22:52 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
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).


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 Post subject: Re: Change Sync Response
PostPosted: 12 Nov 2009, 23:17 
Spring Developer
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Joined: 22 Sep 2007, 08:51
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.


Last edited by hoijui on 13 Nov 2009, 10:13, edited 1 time in total.

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 Post subject: Re: Change Sync Response
PostPosted: 12 Nov 2009, 23:29 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
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.


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 Post subject: Re: Change Sync Response
PostPosted: 14 Nov 2009, 00:11 
Redacted
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Joined: 08 Jan 2007, 06:13
Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
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.


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