Scorched network code 41.2

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 Post subject: Scorched network code 41.2
PostPosted: Thu Dec 27, 2007 10:47 pm 
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After much thinking I've changed the Scorched network code again. Yes again!

I was pretty happy with the UDP implementation but while it works better on a good network, performance is much worse on a bad connection.

So I've made a new TCP implementation, this one uses async TCP, so it's kind of half way between the two last attempts. I've commited and will start testing it soon.

Poo.


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 Post subject: Re: Scorched network code 41.2
PostPosted: Thu Dec 27, 2007 10:57 pm 
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gcamp wrote:
After much thinking I've changed the Scorched network code again. Yes again!

I was pretty happy with the UDP implementation but while it works better
on a good network, performance is much worse on a bad connection.

So I've made a new TCP implementation, this one uses async TCP, so it's
kind of half way between the two last attempts. I've commited and will
start testing it soon.

Poo.
Interesting, i'll test it shortly too.
UDP is more efficient by far on a ideal link, but was also seeming
to get lost in transit a lot more. Un-expected timeouts and such.

I don't know how fast games like shooters can do it so seamlessly..
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PostPosted: Fri Dec 28, 2007 12:48 am 
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A shooter repeats the majority of the same information over and over. So if some of the information is lost it doesn't matter so much.
e.g. the position of all the players are sent 10 times a second. If this is lost the movement just look jerky.

Scorched being turn based needs all of the information to be sent and cannot loose any info. The UDP protocol I wrote had error correction and re-send built into it, but if I was to put any more effort into those algorithms I was worried I would re-invent TCP :)


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PostPosted: Sat Dec 29, 2007 5:54 am 
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Done some online testing and it all looks good.


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PostPosted: Sat Dec 29, 2007 10:38 pm 
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Glad its going well. I need to grab the cvs and do a build.
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PostPosted: Tue Jan 01, 2008 5:23 am 
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If I get a chance, I'll download and try out. I'm still on dial-up, so I think I'll be a prime test subject.
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PostPosted: Wed Jan 02, 2008 7:17 pm 
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I won't be reloading any of my servers till either this pam-case is
resolved, or the point-release patch is distributed.

I have everything built so far, and have tried it all. so far so good.

From what i've compiled, it still doesn't include your secret detection
code. I'd really rather keep it out of these 'persons' hands as long as
possible. What way will you have for us dev's and hosts to add in
those files without it being added to the cvs.


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PostPosted: Thu Jan 03, 2008 1:07 am 
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Sounds like a good plan - I'll try to do some testing soon (I often get a ton of packet loss at home)
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PostPosted: Thu Jan 03, 2008 7:54 pm 
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Thrax wrote:
I won't be reloading any of my servers till either this pam-case is
resolved, or the point-release patch is distributed.

I have everything built so far, and have tried it all. so far so good.

From what i've compiled, it still doesn't include your secret detection
code. I'd really rather keep it out of these 'persons' hands as long as
possible. What way will you have for us dev's and hosts to add in
those files without it being added to the cvs.


Yeah I don't plan to add them to CVS, I'll make a patch for them instead. I guess we just need to make sure it only makes it into the correct hands or it will make it even more obvious what we have done.


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PostPosted: Thu Jan 03, 2008 9:10 pm 
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gcamp wrote:
Yeah I don't plan to add them to CVS, I'll make a patch for them instead.
I guess we just need to make sure it only makes it into the correct hands
or it will make it even more obvious what we have done.

There's very few of us that Host semi-permanantly. If you post the code
in a package only in the dev threads, there's minimal risk of it getting to
the wrong hands.


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PostPosted: Sun Jan 06, 2008 7:49 pm 
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question.

in v40.1, there was the server loading switch of -console that would
load it as an invisible service. i've tried the same command in v41 with
failure.

Is there an alternate command now that can cause them to load similarly?

It'd be safer on my pc if my wife and kids cannot keep closing the
servers on my players.
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PostPosted: Tue Jan 08, 2008 2:45 am 
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There isn't a hide window function in 41.1. I've just put one in to 41.2 (-hidewindow).


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PostPosted: Sat Jan 12, 2008 9:20 pm 
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Thrax wrote:
gcamp wrote:
Yeah I don't plan to add them to CVS, I'll make a patch for them instead.
I guess we just need to make sure it only makes it into the correct hands
or it will make it even more obvious what we have done.

There's very few of us that Host semi-permanantly. If you post the code
in a package only in the dev threads, there's minimal risk of it getting to
the wrong hands.

Well, it's been officially released.
If you have this code in your own servers, it may be a good idea to
tell a few reliable admins what to watch for.

Bob and I will still have to rebuild with it soon. are there any notable
admin commands we should learn for the screen-shot capacity? or was
it added to the web-admin panel.
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 Post subject:
PostPosted: Sat Jan 12, 2008 9:21 pm 
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I've not written the code to enable the new admin features yet, I'll post the patch once it's done.


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 Post subject:
PostPosted: Sat Mar 15, 2008 6:39 am 
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Don't remember exactly where this was being worked out, but this
seemed a relative thread.

The Client/server ejecting still happens too often for my players. I don't
know how often it is happening in the mains.

Vitos has been Pm'ing me, since i'm the only active psudo-Dev that he
knows of..

--PM--
Mcb Lover wrote:
-img- http://www.scorched3d.co.uk/phpBB2/file ... ed_182.jpg
dammit...id tired from it:(...help if u can pls...crap....but please use VERY simple english:)

simplest answer?
We don't know why...

gavin has been trying to trace this problem for a long time.
it is not only you, it happens to everyone sometimes.

Server-log:
Fri Mar 14 22:32:55 2008 - NetServerTCP2Destination 2: Failed to send header 5 of 38. Socket closed
Fri Mar 14 22:32:55 2008 - TCP2 Destination 2 net stats:
Fri Mar 14 22:32:55 2008 - 130 messages sent, 218 messages recieved
Fri Mar 14 22:32:55 2008 - 16790 bytes in, 40048 bytes out
Fri Mar 14 22:32:55 2008 - Client disconnected dest="2" ip="91.124.205.1" reason="User"
Fri Mar 14 22:32:55 2008 - Player disconnected dest="2" id="3704" name="Vitos" reason="User"
Fri Mar 14 22:32:55 2008 - [info] : "Player disconnected "Vitos" (User)"


i will post this again in developer area, remind him that it is still happening.
--PM--

Has there been any clues to why? and how to control it?
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