TAS Client - Lag Meter to Game Host

TAS Client - Lag Meter to Game Host

Requests for features in the spring code.

Moderator: Moderators

Post Reply

Lag Meter in TAS Client pre-game lag detection

Yes
8
62%
No
5
38%
 
Total votes: 13

monohouse

TAS Client - Lag Meter to Game Host

Post by monohouse »

I think this feature is needed don't you ?
...say average of 10 ? or better yet, UDP ping ?
Last edited by monohouse on 07 Jun 2007, 00:56, edited 1 time in total.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Connections fluctuate. Computer activity fluctuates. I don't know if this would be accurate or useful.
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

Well at the moment it's not possible anymore according to AF: http://spring.clan-sy.com/phpbb/viewtop ... c&start=86
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The process of pinging in itself would cause a huge connection lag for all users as the number of pings would be n!

So 200 users online would generate 200x199x198x197x196... = 7.8865786736479050355236321393219e+374

Each user would recieve at least 199 pings.

The only option would be a central server. At which point you then have to make sure its a good server and then there're the issues neddierow pointed out.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

n users gives n(n - 1) / 2 pairs of people pinging each other, not n!
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

AF wrote:The process of pinging in itself would cause a huge connection lag for all users as the number of pings would be n!

So 200 users online would generate 200x199x198x197x196... = 7.8865786736479050355236321393219e+374

Each user would recieve at least 199 pings.

The only option would be a central server. At which point you then have to make sure its a good server and then there're the issues neddierow pointed out.
All that is unnecessary...all that would be required is for each client in a battle to ping the host with a UDP packet on the port that the game would be hosted on. This would test both latency and whether NAT traversal was done properly.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

neddiedrow wrote:Connections fluctuate. Computer activity fluctuates. I don't know if this would be accurate or useful.
Me think it should be possible to simulate the Traffic and Endgame Cpu & Ram Usage ... depending on Mapsize and Playernumber..
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Its never that simple peet.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

AF wrote:The only option would be a central server. At which point you then have to make sure its a good server and then there're the issues neddierow pointed out.
Yeah, like what is a good server... there's a reason why there are western and eastern US, asian and also european servers available for online play for a lot of games.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

You can already test your ping to the central server (/ping in lobby, or heck you could even do ping http://www.google.com on the commandline). Not that this ping has any useful correlation with your in game ping though...

Peet seems right though, theres no need to make every client ping every client (plus the scalability problems..), simply pinging the battle host when in battle should be good enough.
monohouse

Post by monohouse »

All that is unnecessary...all that would be required is for each client in a battle to ping the host with a UDP packet on the port that the game would be hosted on. This would test both latency and whether NAT traversal was done properly.
yes this is a good fix to the subject - indeed I mean latency to the host, not the main server, the main server is useless in determining game lag/latency.

also, fluctuations will be refrected in the average, ping frequency is irrelevant as it's the players in the game and the host are the only thing affecting that.

the main server is also of corse irrelevant, only the lag to the host of the current game, so like an in-battle lag meter to the host only.

this should put an end to players that lag in games and don't know why, before the game is started the lag will already be known.

yhea, "pinging the battle host when in battle should be good enough" only battle host, the rest is irrelevant
User avatar
Complicated
Posts: 369
Joined: 06 Jun 2007, 18:51

Post by Complicated »

Just give spring more chance to lag then k?
Post Reply

Return to “Feature Requests”