Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2023-02-05 00:00:00Z and 2023-02-06 00:00:00Z
Since I don't have all of you as friends on discord and I can't find some of you on GitHub... I just start the discussion here, where also not mentioned people can form an opinion.
@deen@Avolicious@ReiTW@heinrich5991@ChillerDragon@fokkonaut
Sorry for the mass ping
Ya, swapping to antiping was very worth it, imo. Took me awhile to get used to it, swapped about a year ago now I think
09:02
The fact that it makes catching tees as simple as hooking them directly, is one of the better reasons to swap over
09:03
Never have to play that little guessing game again, unless it's a part that requires movement from the tee as you hook them
09:05
13 years of not using antiping, if I can do it, anyone can. Just accept that you're going to play worse for a bit, you should end up better than you were(edited)
Since I don't have all of you as friends on discord and I can't find some of you on GitHub... I just start the discussion here, where also not mentioned people can form an opinion.
@deen@Avolicious@ReiTW@heinrich5991@ChillerDragon@fokkonaut
Sorry for the mass ping
So you need mappers for multiple new ddrace,gores,fng and block maps.Devs to build a website with accounts and stats tracking and it has a api to publish game scoresCustom server modifications to publish these scores (and thus also to track the games)ddos protection (lol)And randomly expect a bunch of people to cooperate. I can see some of the random selection of people you pinged being not interested.That’s quite big
(@Daniel)
So you need mappers for multiple new ddrace,gores,fng and block maps.Devs to build a website with accounts and stats tracking and it has a api to publish game scoresCustom server modifications to publish these scores (and thus also to track the games)ddos protection (lol)And randomly expect a bunch of people to cooperate. I can see some of the random selection of people you pinged being not interested.That’s quite big
(@Daniel)
Mappers doing maps all they long.. like every year this would be 7 maps for ddrace and gores..
The website thing is that what I want to build. It just tracks during the tournement like all other tournement right now.. no one talked about accounts.
Yea ddos(lol) I know the struggle of none.
7 new maps per year for big event
it's just a simple website where you can register and other can see the current state of the tournement and provides API to fill the lists with information.
yea the idea to bring the gamemmodes together and show some blocker that gore's exists.
the only thing is some help with hosting or just some mental support.
The whole thing can done by just 1 person because everything is already done except of the website but this project would not work without people.(edited)
chillerdragon
So you need mappers for multiple new ddrace,gores,fng and block maps.Devs to build a website with accounts and stats tracking and it has a api to publish game scoresCustom server modifications to publish these scores (and thus also to track the games)ddos protection (lol)And randomly expect a bunch of people to cooperate. I can see some of the random selection of people you pinged being not interested.That’s quite big
(@Daniel)
Mappers doing maps all they long.. like every year this would be 7 maps for ddrace and gores..
The website thing is that what I want to build. It just tracks during the tournement like all other tournement right now.. no one talked about accounts.
Yea ddos(lol) I know the struggle of none.
7 new maps per year for big event
it's just a simple website where you can register and other can see the current state of the tournement and provides API to fill the lists with information.
yea the idea to bring the gamemmodes together and show some blocker that gore's exists.
the only thing is some help with hosting or just some mental support.
The whole thing can done by just 1 person because everything is already done except of the website but this project would not work without people. (edited)
are there ways to make ddnets network traffic footprint less?
The internet speed was halved for me. and now this game is unplayable. anti ping makes it just worse (my ping is "normal").(edited)
14:23
Something like not subscribing to garbage information about people outside your team or something (for example)
14:24
(World of Tanks runs smoothly for reference)
default
are there ways to make ddnets network traffic footprint less?
The internet speed was halved for me. and now this game is unplayable. anti ping makes it just worse (my ping is "normal"). (edited)
Supersedes #5092, I am still not very sure about this structure either, but I think it's time someone else takes a look.
Remaining concerns:
Should errors in the http module just be fatal?
I...
i can only tell you my experience with old DSL cables that come from the street to the house:
make sure they are as short as possible (from street to your router)
make sure they are well isolated (they are very bad with signal problems)
for me personally: disable ipv6 support in the router (telekom)
but i'd say you have a different problem, maybe just call your ISP and ask why your upload sucks so hard
Learath2
With normal blocking calls I think the standard jobpool would work just fine
Okay, we are using local on machine gRPC proxy/interceptor to cache some stuff like bans. So the jobs are being processed very fast & if needed they are delegated to the gRPC node behind the proxy
Oh, you are much further than me it seems. I had a similar plan to make sure the calls ended in reasonable time
Jupstar ✪
i can only tell you my experience with old DSL cables that come from the street to the house:
make sure they are as short as possible (from street to your router)
make sure they are well isolated (they are very bad with signal problems)
for me personally: disable ipv6 support in the router (telekom)
but i'd say you have a different problem, maybe just call your ISP and ask why your upload sucks so hard
mine is apparently even longer
but as said, it must be a different problem
maybe vodaphone cheating on you bcs they think u stupid/old whatever
just call the ISP and it will magically fix
not sure, a couple connection restarts (increasing stability to the max), disabling ip6 completely ( we weren't connected using it, but it still supported it), getting rid of unused devices(edited)
15:52
it still isn't what the dns box says I should have
15:52
but 2-3MB/s upload is an improvement. also no lagspikes anymore in ddnet.(edited)
I‘m not an admin, I can‘t say it in this specific case, but I think it‘s the trend of many things that they get deprecated. Until… well I actually am not in a possession of a personal computer right now haha believe it or not. Writing from my iphone(edited)
16:19
Until someone big makes it mandatory and drops support for the old technology
16:19
And others have to follow
16:22
By admins I mean people that earn money with it.
fokkonaut
Stop trying to convince everyone to use Antiping, thanks
in antiping, there isn't adifference in that occasion. if there were, the entire reason for it to exist would just break apart. I would assume that you are just used to non-antiping makes it feel weird for you
that's strange, yes, at least with dummy it should be the same (if both 8 and 48 ms are with antiping on)
21:29
the prediction doesnt calculate any ping but instead has two clocks, one for gametime or and one for predicted time, that are synchronized with the server independently (the first one using timing offset of snapshots and the second using timing offsets of input messages)
21:30
or, at least it doesnt use the concept of ping directly
the prediction doesnt calculate any ping but instead has two clocks, one for gametime or and one for predicted time, that are synchronized with the server independently (the first one using timing offset of snapshots and the second using timing offsets of input messages)
kind of, but for the input timings the server additionally tells you the milliseconds offset, and for both timings there is a "SmoothTime" function that is supposed to smooth out jitter gradually when adjusting the prediction/game time
the server responds with the difference between when the input was received and the start of the tick the input was meant for (so basically how early / late the input was vs what the client thought), so it shouldnt affect the client if it is delayed by the server (as long as the server calculates the offset immediately when it arrives)(edited)
yes. I remember there was something added to make ping calculations more accurate one time, not sure if ddnet has that now? also things like vsync or network jitter can show up as more ping (its kind of possible to see it if you zoom really in on the network graphs)
is there actual time synchronization between server and client?
e.g. if server sends a snap, will the client reset the internal prediction time to that exact tick (if we assume no lags)
22:04
what i basically mean is
lets say clietn and server has 0ms ping
server does ticks at 0ms 20ms etc
client does at 10ms 30ms etc.
would they somehow get synced again?
yes, but it's "smooth". so instead of resetting its clock offset immediately the client instead sets the new time offset as a target and interpolates between the old and new offset over time
that code is not perfect though (especially for jitter) and could probably be improved for many cases. it's supposed to work well when you have stable ping though, but even with stable ping things like vsync or something happening a few ms off might cause some jitter
oh, yes:D, I mean like the ddnet code having jitter (but I suppose thats not too likely if your computer is also fast)
trml
yes, but it's "smooth". so instead of resetting its clock offset immediately the client instead sets the new time offset as a target and interpolates between the old and new offset over time
it would make things suddenly jump a little bit forward/backward in time. so the smooth part instead makes time a bit faster or slow motion for a little bit to hide the fact that the corrections happened
Jupstar ✪
wait does the prediction margin reset every time i close the client?
it would make things suddenly jump a little bit forward/backward in time. so the smooth part instead makes time a bit faster or slow motion for a little bit to hide the fact that the corrections happened
it should probably be CFGFLAG_SAVE, originally I didnt add it just in case someone just used if for debugging (for example with a higher value) and then accidentally forgot to reset it
22:20
also only some servers support it, so it will only work on fng servers that are based on newer ddnet-versions (not sure if there is any good way to check if a server has it besides setting a very high value and seeing if that adds latency)