Author Topic: Wondering about this situation...  (Read 1164 times)

Offline oboe

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Wondering about this situation...
« on: December 10, 2007, 02:10:06 PM »
Yesterday I couldn't seem to get hits on anything, and and I was getting massacred every time I went up.   I'd be the first to chalk it up to a bad night, but something happened that I've never noticed before.

When I attacked a group of buffs, they fired on me, the tracers seemed to pass by without hitting me, then, a full second later, came the sound of all the impacts and the damage was recorded on my plane.

I immediately checked net status; my variance was a flat line and my ping time was about 10 mSecs - it seemed quite ordinary.

Where is the problem here?  I assumed that my front end detects my plane is hit - but was it the other guy's front end that was laggy and assigned the damage late?   Or the damage packet got lost and was resent, causing the delay?

Just wondering if the problem was on my FE, his FE, or the server.

Apologies if this kind of question has been asked a thousand times.    Is there a primer on this topic somewhere so I could refresh myself with what the FEs vs. server handles?

Offline Lusche

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Re: Wondering about this situation...
« Reply #1 on: December 10, 2007, 02:13:09 PM »
Quote
Originally posted by oboe

Where is the problem here?  I assumed that my front end detects my plane is hit


Hit determination is always done on the shooter's FE.
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Offline REP0MAN

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Wondering about this situation...
« Reply #2 on: December 10, 2007, 02:33:39 PM »
Oboe,

It's been happening a lot lately in the Late War MA's. It's like the server is storing up all the data, then blowing it all out at once. Look through THIS thread and see if it sounds similar.

:aok
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Offline oboe

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« Reply #3 on: December 10, 2007, 03:09:36 PM »
Mine wasn't exactly like this - I don't remember a wall of text coming in all at once.   But it was wierd to see all the tracers streak by and then a second later hear the sound effects of all the hits.

Plus, I seemed to have rubber bullets and all my opponents seemed to have magic bullets.   I die plenty, but never so easily and often as the other night.   It just seemed very much out of the ordinary.   That's why I checked my net status but it seemed fine.   I and didn't notice any planes waroing around either.

More than once lately, I have landed and wind up sortof 'underground' - at least the screen is all green.   And I am unable to end the sortie or type .ef - I get a message that I must stop moving to exit.   But it looks like I've already exited, the cockpit art is gone.

Offline hubsonfire

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« Reply #4 on: December 10, 2007, 03:27:08 PM »
That sounds like lag or packet loss (or both), on your end, Oboe. Have you run Pingplotter or something like when you start to have issues? That can at least tell you if it's a problem on your end, or locally with your ISP, or somewhere else.

FWIW, my connection hasn't been very solid lately either. I've experienced the same things on several occasions, massive text lag, losing UDP, warping, etc etc
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Offline acfireguy26

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« Reply #5 on: December 10, 2007, 03:53:14 PM »
Quote
Originally posted by oboe
Mine wasn't exactly like this - I don't remember a wall of text coming in all at once.   But it was wierd to see all the tracers streak by and then a second later hear the sound effects of all the hits.

Plus, I seemed to have rubber bullets and all my opponents seemed to have magic bullets.   I die plenty, but never so easily and often as the other night.   It just seemed very much out of the ordinary.   That's why I checked my net status but it seemed fine.   I and didn't notice any planes waroing around either.

More than once lately, I have landed and wind up sortof 'underground' - at least the screen is all green.   And I am unable to end the sortie or type .ef - I get a message that I must stop moving to exit.   But it looks like I've already exited, the cockpit art is gone.


I have had this exact thing happen 2 me lately. Never happened in the past.

Offline BaldEagl

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Wondering about this situation...
« Reply #6 on: December 10, 2007, 03:56:10 PM »
Quote
Originally posted by oboe
More than once lately, I have landed and wind up sortof 'underground' - at least the screen is all green.   And I am unable to end the sortie or type .ef - I get a message that I must stop moving to exit.   But it looks like I've already exited, the cockpit art is gone.


See my post in bug reports titled "Bug or Lag?"
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Offline CAP1

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Re: Wondering about this situation...
« Reply #7 on: December 10, 2007, 03:56:12 PM »
Quote
Originally posted by oboe
Yesterday I couldn't seem to get hits on anything, and and I was getting massacred every time I went up.   I'd be the first to chalk it up to a bad night, but something happened that I've never noticed before.

When I attacked a group of buffs, they fired on me, the tracers seemed to pass by without hitting me, then, a full second later, came the sound of all the impacts and the damage was recorded on my plane.

I immediately checked net status; my variance was a flat line and my ping time was about 10 mSecs - it seemed quite ordinary.

Where is the problem here?  I assumed that my front end detects my plane is hit - but was it the other guy's front end that was laggy and assigned the damage late?   Or the damage packet got lost and was resent, causing the delay?

Just wondering if the problem was on my FE, his FE, or the server.

Apologies if this kind of question has been asked a thousand times.    Is there a primer on this topic somewhere so I could refresh myself with what the FEs vs. server handles?


SOUNDS almost like what happened to me last night...in a spit9, droppin in on 24's....i saw racers go past, then heard only a single ping.....and my right wing was gone:O
 all showed normal on my machine too........
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Offline CAP1

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Wondering about this situation...
« Reply #8 on: December 10, 2007, 04:01:47 PM »
Quote
Originally posted by hubsonfire

, losing UDP,  [/B]


what exactly is this? i've gotten that some especially if i'm in buffs.....it says ""lost UDP switching to TCP""

thanks
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Offline hubsonfire

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« Reply #9 on: December 10, 2007, 04:31:00 PM »
You'd have to ask. I can't search for it on here, but IIRC, there are 2 ways AH can send data back and forth. When you start losing packets, the game will change how it sends that information. UDP is what it tries to use, when that fails, it switches to TCP, when that fails, you get booted.

I know nothing more about it than what little I've picked up here, so I may not be correct in this, but that's how I *think* it works. It happens to me when my connection is really flaky, ie high packet loss or lag.

This thread is old, but that's about all I have seen on the topic. Can't search for UDP or TCP due to the 4 character limit.

http://forums.hitechcreations.com/forums/showthread.php?s=&threadid=29579
« Last Edit: December 10, 2007, 04:34:48 PM by hubsonfire »
mook
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Offline REP0MAN

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« Reply #10 on: December 10, 2007, 04:37:18 PM »
UDP: User Datagram Protocol: one of the core protocols of the Internet protocol suite. Using UDP, programs on networked computers can send short messages sometimes known as datagrams (using Datagram Sockets) to one another. UDP is sometimes called the Universal Datagram Protocol. It was designed by David P. Reed in 1980. (http://en.wikipedia.org/wiki/User_Datagram_Protocol)

TCP: The Transmission Control Protocol (TCP) is one of the core protocols of the Internet protocol suite. TCP provides reliable, in-order delivery of a stream of bytes, making it suitable for applications like file transfer and e-mail. It is so important in the Internet protocol suite that sometimes the entire suite is referred to as "the TCP/IP protocol suite."(http://en.wikipedia.org/wiki/Transmission_Control_Protocol)

They are ways that your computer communicates with the HTC server and vice versa. If one is perceived to be not working correctly, the game automatically switches to the other.

:aok
Apparently, one in five people in the world are Chinese. And there are five people in my family, so it must be one of them. It's either my mum or my dad. Or my older brother, Colin. Or my younger brother, Ho-Chan-Chu. But I think it's Colin. - Tim Vine.

Offline oboe

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Wondering about this situation...
« Reply #11 on: December 10, 2007, 05:08:18 PM »
I think UDP is much preferred, but not sure why.   Whenever I get the switch to TCP message, I usually lose the connection not much longer after that.

btw, I am on Comcast cable, if that makes any difference - maybe we'll discover a pattern here.

Offline Blooz

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« Reply #12 on: December 10, 2007, 05:50:13 PM »
UDP is faster but less reliable because the machine that sends the packets doesn't wait for the other machine to send confirmations of packets sent.

TCP/IP is more stable but slower because the receiving machine sends confirmations back to the sending machine as packets arrive.
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Offline wrag

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« Reply #13 on: December 10, 2007, 05:50:23 PM »
I've had pretty good connect up until that last 3 or 4 days.

Losing UDP very often and in some cases DISCO.

Lag from time to time as well.

DSL here, usual connect speed varies a tad between 50 and 75.
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Offline Vulcan

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« Reply #14 on: December 10, 2007, 05:55:41 PM »
Quote
Originally posted by oboe
I think UDP is much preferred, but not sure why.   Whenever I get the switch to TCP message, I usually lose the connection not much longer after that.

btw, I am on Comcast cable, if that makes any difference - maybe we'll discover a pattern here.


UDP is a stateless protocol. That means that it does not correct or check itself for errors or lost data/packets. Whereas TCP is a stateful protocol and checks itself for lost data, and requests resends of packets not received correctly.

Now this does not mean data is lost on UDP, the application can embed data tracking in udp packets itself, and manage its own data correction.

The advantage in gaming for using UDP is that the game itself manages data correction/resend requests. Whereas with TCP the network layer does this, and can introduce latency, and delays resulting in wierd oddities with AHs predictor code (and any other game for that matter).