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On Servers - Maybe not the host but the distributed system?

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#1
Call_Me_Ishmael

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Josh,

 

'Server' related issues vary by person, by time, by location.  I get issues with Dallas servers (any of them, even AWS').  AWS' I could fix with VPN, but no others (Dallas, LA, Oregon - currently the best servers for me with the worst ping, Ashburn, NA).

 

Odin asked if it could be netcode.

 

I wonder... when the servers and whatever is on EC2 were all within AWS, everything worked - expensively, but it worked.

 

Is there a latency effect with the topology of the system?    Process Explorer shows me 3 connections to AWS EC2, and 2 UDP connections (in game) 'somewhere else'.  I don't know what the gamehost server VM does with the incoming packets, but if there's something involving the AWS server, this could be part of the problem.

 

It feels like there's  a short buffer on the gameserver host, and before packets age out of it, we can get about 16ms (20 frames/10 ticks?) of 'server service' all at once:  this is the 'radar lied to me, an enemy appeared, and killed me from one frame to another' effect.

 

It also feels like stuff gets buffered, then ages off the buffer - 'partial dodge, felt like I hit an invisible mech', or 'dodge didn't happen, mini-flak did no damage'.

 

In these situations, it feels like bloom/burst is the only way to reliably do damage - and that there is SOME OTHER mechanism in the gameserver which is tracking that - not packets in the incoming, but a different event loop (maybe the main event loop?) in the instance.    Maybe the corrective action is somewhere in here?

 

So - is there something in the system architecture that takes too long with the gamehost server not being within AWS and needs tuning?  If not, is there some tuning in the incoming client socket/buffer/middleware that can be tweaked?  If not, is there something fundamentally wrong with the distributed architecture which was masked by all services being within AWS?

 

It really doesn't seem that changing server host companies is having an effect.  I still have all the bad play effects with a clean MTR.

 

Can you share any insights into where you've been looking?  This issue seems (from my user perspective) to be pretty high on the urgency totem.

 

Thanks!


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Did I say Call Me Ishmael?

 

You should call me Luna.


#2
Elite_is_salty

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#3
hoghead

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cute-gif-dog-looking-camera-dumb-face.giI read the whole thing. My head is heavy! :huh:


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#4
EM1O

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maybe this:

https://community.pl...e-rent/?p=47274

 

and possibly this? 

https://community.pl...e-rent/?p=47358

 

i don't know. just throwing it out there...


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#5
Call_Me_Ishmael

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EM10, dunno.  Maybe. 

 

I'd like to know if AWS uses 3rd party transport, if they have the same issues.  Or, if we moved back to AWS and the issues Go Away, even though AWS uses whomever, it'd really prove the theory.


Did I say Call Me Ishmael?

 

You should call me Luna.


#6
thirtysix

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suggestion: do a tracert to the game server and see how many routers your going through... if your lucky, less that 20 and every one under 100ms

 

if your comfortable with it, paste the results... xxx out your IP so ya don't get fuzzy bunnies packeting ya


Edited by thirtysix, 04 July 2015 - 05:36 PM.

Asus Rampage III Extreme, Core I7 950, Dual EVGA 580Ti, 16Gb G.Skill Sniper, 240Gb PNY SSD, Walmart mic :P~


#7
Call_Me_Ishmael

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suggestion: do a tracert to the game server and see how many routers you going through... if your lucky, less that 20 and every one under 100ms

 

That's the MTR I mentioned.


Did I say Call Me Ishmael?

 

You should call me Luna.


#8
o1me

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suggestion: do a tracert to the game server and see how many routers your going through... if your lucky, less that 20 and every one under 100ms

 

if your comfortable with it, paste the results... xxx out your IP so ya don't get fuzzy bunnies packeting ya

i don't know how to do this in windows


Edited by o1me, 04 July 2015 - 07:26 PM.


#9
thirtysix

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i don't know how to do this in windows

 

Open command prompt, type netstat -an that will list your inbound and outbound connections and the program. Find the IP of the game server. 2nd type tracert (game server IP (maybe more than one server IP, do a tracert on 1 IP at a time)). That will show how many hops (routers) your packets are going through and how long it takes.

 

If anyone knows what port Hawken is running on, paste it. Pretty sure it's not 80 or 443.


Edited by thirtysix, 04 July 2015 - 10:25 PM.

Asus Rampage III Extreme, Core I7 950, Dual EVGA 580Ti, 16Gb G.Skill Sniper, 240Gb PNY SSD, Walmart mic :P~


#10
SS396

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If anyone knows what port Hawken is running on, paste it. Pretty sure it's not 80 or 443.

 

Its listed in your Launch.log file.

 

I've seen ports on 7780, 7781, 7783, and 7785, there might be others.

 

As far as Lunas original issue It'd be interesting to bust out one of the older pre ascension builds that used different hit detection and test that with higher powered VM's.  I forget which way it went but I think now we are on server side hit detection, and at one time we used client side or the other way round, I forget and its been a long day.  Oh well, its difficult to remember almost 2 years ago, if the information was still on google I'd find it, but its too difficult to search the mirror for Spliffs thousands of posts with complaints.


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[DELETED]

 

fuzzy bunny you CZeroFive 





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