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05:13.53 | think_tank | is it worth asking what the problem is or has that horse already been beaten to death |
05:14.29 | blast007 | random hosts from China keep hitting the brlcad.org site |
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12:32.59 | brad | fyi: mysql down |
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12:38.42 | randomparticle | global is a bit unwell |
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12:40.27 | menotume | global down, mysql error :( |
12:41.01 | menotume | brlcad awake, or should i hack at it? :P |
12:41.09 | randomparticle | is that a coding bug? |
12:42.03 | brad | menotume: care for a pm? |
12:42.39 | randomparticle | shouldn't you wait until gordon has finished? |
12:42.46 | menotume | what is gordon doing ? |
12:42.52 | randomparticle | he's being pm |
12:42.55 | menotume | i'm not doing anything yet, just looking |
12:43.05 | randomparticle | but possibly won't be much longer |
12:43.17 | brad | >.< |
12:43.21 | brad | that was terrible snick |
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12:43.33 | menotume | being pm ? |
12:43.36 | randomparticle | sorry. i can't resist the feeble efforts |
12:44.16 | kierra | you should talk at my place ;) |
12:45.16 | menotume | global fixed :P |
12:45.38 | kierra | :P |
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14:20.43 | blast007 | brlcad: could those PDF files be moved to a different web server...? |
14:21.15 | blast007 | fighting a losing battle here trying to block all of the hosts that are hitting them. |
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16:24.39 | BulletCatcher | blast007, brlcad: an Apache module for limiting connections per IP address is at http://dominia.org/djao/limitipconn2.html |
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17:19.29 | CIA-32 | BZFlag: 03macsforme * r20994 10/branches/v2_0branch/bzflag/src/bzfs/CmdLineOptions.cxx: Incorrect player count errors (for -mp) should be outputted to stderr, not stdout. |
17:21.58 | CIA-32 | BZFlag: 03macsforme * r20995 10/trunk/bzflag/src/bzfs/CmdLineOptions.cxx: Incorrect player count errors (for -mp) should be outputted to stderr, not stdout. |
17:24.18 | JeffM2501 | Constitution, that work on windows? |
17:25.04 | Constitution | that's how the same file handles other errors... I have no idea about windows |
17:25.10 | JeffM2501 | ok |
17:25.21 | JeffM2501 | it may work since it's a CLI app |
17:25.32 | JeffM2501 | in the main client stderr dosn't output anything |
17:25.57 | Constitution | yeah it's used widely like that throughout the file |
17:26.23 | JeffM2501 | k |
17:26.27 | JeffM2501 | then all is well |
17:27.13 | JeffM2501 | well as well as can be for bzflag :) |
17:27.54 | Constitution | it came to light because bzfs was failing to start, and was not reporting the error since stdout is redirected to a log file |
17:29.01 | Constitution | and I just cat stderr to the startup web page (web admin interface) if bzfs fails to start... so anyway, less confusion now |
17:30.30 | Constitution | now that bzflag is good and well, as well as it can be, how is P2501? :) |
17:31.05 | JeffM2501 | heh "good and well" |
17:31.15 | JeffM2501 | I need to do the movement code |
17:31.19 | JeffM2501 | but I am stuck on it a little |
17:31.23 | JeffM2501 | so I may skip it |
17:32.15 | JeffM2501 | and just move on to shot and weapon transport |
17:34.21 | JeffM2501 | I'm sure I won't be able to finish it if I have to do it all on my own |
17:36.15 | Constitution | sounds like it's time to form "Jeffery Myers Gaming Innovations Ltd." and start recruiting |
17:36.32 | JeffM2501 | heh |
17:36.44 | JeffM2501 | recruting needs money :) |
17:37.16 | Constitution | sad how that is |
17:37.25 | JeffM2501 | people gotta eat |
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17:37.29 | JeffM2501 | and sadly food is not free |
17:37.41 | JeffM2501 | change that and the world would be a very different place |
17:38.04 | Constitution | is not sure he would want to know what the world would be like then |
17:38.21 | JeffM2501 | hopefully it'd be a lot better |
17:38.31 | cygal | windows writes to stderr.txt, no? |
17:38.40 | JeffM2501 | in the client yeah |
17:39.02 | JeffM2501 | had to add that since apps that start with a winmain don't bring up a console window |
17:40.38 | JeffM2501 | you are more then welcome to grap the code for p2501 Constitution it's all in svn repos |
17:41.00 | Constitution | ok |
17:41.05 | Constitution | I have looked at it |
17:41.13 | JeffM2501 | and I think I found out why it didn't work well on the mac and linux |
17:41.19 | JeffM2501 | I forgot a file that they need :) |
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18:07.19 | BulletCatcher | I have been looking at the trunk lag/jitter numbers problem. |
18:07.20 | BulletCatcher | So far, the only interesting thing I have found is that bzfs frequently processes two MsgPlayerUpdateSmall packets in a single main loop pass, which causes the second one to increase the reported jitter because it has the same server timestamp. |
18:08.15 | JeffM2501 | don't they have an ID? |
18:08.26 | JeffM2501 | so they don't get taken out of order? |
18:08.39 | BulletCatcher | It isn't an out-of-order problem. |
18:08.48 | JeffM2501 | just 2 at once? |
18:08.54 | cygal | why does it process two packets? |
18:09.09 | JeffM2501 | it probably got 2 during a frame |
18:09.13 | BulletCatcher | Jitter is computed by comparing client timestamp changes to server timestamp changes. |
18:09.22 | JeffM2501 | we should have it save all the updates it gets untill after the message loop |
18:09.34 | JeffM2501 | then process just the newest ones at |
18:09.35 | BulletCatcher | When bzfs processes two at once, they have the same server timestamp. |
18:09.39 | JeffM2501 | yeah |
18:10.26 | BulletCatcher | I see. I'll look at changing that. Fewer updates will make it smoother. |
18:10.27 | JeffM2501 | or if the current packets timestamp is the same as the last update then ignore it for jitter |
18:10.52 | BulletCatcher | That will be easy to do. I'll try that first. |
18:11.26 | JeffM2501 | did anyone review the lag code to see if it was changed for trunk ? |
18:11.51 | BulletCatcher | I see no relevant changes in the LagInfo class. |
18:12.42 | BulletCatcher | "diff" reports very few differences of any kind. |
18:13.38 | JeffM2501 | odd that the lag would be so much larger in trunk then |
18:13.56 | JeffM2501 | unless it was my changes to how the server handles messages |
18:14.48 | JeffM2501 | perhaps the map lookup takes a very long time |
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18:29.13 | BulletCatcher | Ignoring jitter updates when the server timestamp is unchanged cuts the average jitter from 10ms to 5ms via loopback. |
18:30.00 | BulletCatcher | Jitter numbers range from 4.2 to 6.5. |
18:31.52 | BulletCatcher | If 5 is the new zero then we could live with that, I suppose, but there must be something else in the way. |
18:31.54 | BulletCatcher | The new network handling code is my prime suspect. |
18:33.41 | BulletCatcher | I still haven't really looked at lag, the computation of which is completely independent of jitter. |
18:40.03 | trepan | an easy thing to try is to revert (completely), how timestamps are used |
18:40.34 | trepan | (ex: TimeKeeper::getCurrent() vs TimeKeeper::getTick(), and remove the getDRTime() stuff) |
18:42.12 | trepan | (note that v2_0branch's Player.cxx contains no getCurrent() calls) |
18:45.58 | BulletCatcher | I haven't gotten as far as looking at the client, yet. Indeed, there are many opportunities there for packet delays. |
18:47.29 | BulletCatcher | It could even be as simple as sending updates to the server at the end of the frame instead of earlier. |
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18:54.36 | BulletCatcher | In the bzfs main loop we call MSGMGR.update() near the end. IIRC that flushes outgoing data that will have been been queued earlier in the loop. |
18:55.34 | trepan | why is outbound data being queued? |
18:55.47 | trepan | (with the exception of filled system buffers ...) |
18:56.09 | BulletCatcher | That's the new network code. (If I recall correctly.) |
18:56.47 | blast007 | also, I had noticed that some messages are either being sent, received, or processed out of order. bzfs was processing the MsgPlayerData before the MsgEnter, which failed since it didn't have a player to assign the player data to |
18:58.14 | JeffM2501 | trepan, so that large groups of messages don't kill the transport |
18:58.25 | JeffM2501 | like banlist and the like, lets them trickle out |
18:58.52 | trepan | only need to queue them based on system buffers |
18:59.09 | trepan | (can use select() to detect when you can send more) |
18:59.24 | JeffM2501 | IIRC windows dosn't have a big system buffer |
18:59.27 | JeffM2501 | but whatever you say |
19:03.25 | trepan | buffer sizes seem to be set in NetHandler.cxx |
19:03.31 | trepan | UDP is 128K |
19:03.34 | trepan | TCP is 64K |
19:03.53 | JeffM2501 | then yank that code and fix it up |
19:04.08 | trepan | you did it, you fix it ;) |
19:04.15 | BulletCatcher | It would help if we could send UDP messages immediately rather than queuing. |
19:04.49 | JeffM2501 | too much has changed around it |
19:04.59 | trepan | might as well do the same for TCP, tbh |
19:06.30 | JeffM2501 | probalby can make a small change and have the buffer system send right away |
19:07.14 | JeffM2501 | cus a TON of stuff got moved over to the buffered network message class |
19:07.45 | BulletCatcher | More calls to MSGMGR.update() would be a proof-of-concept. |
19:08.14 | JeffM2501 | there may be a simpler thing |
19:08.25 | trepan | (like stick one in BufferedNetworkMessageManager::queueMessage()) |
19:08.42 | JeffM2501 | yeah |
19:09.25 | trepan | it's odd that that call looks up the 'msg' in the current 'pendingOutgoingMessages' (and places it in the back if it's already in there) |
19:09.35 | trepan | should that ever happen? |
19:09.49 | JeffM2501 | probably me just being paranoid |
19:10.41 | trepan | wonder if that has anything to do with the packet re-order blast mentionned, debug message :) |
19:11.05 | JeffM2501 | this is why I should not be allowed to write network code |
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19:12.30 | CIA-32 | BZFlag: 03JeffM2501 * r20996 10/trunk/bzflag/src/game/BufferedNetworkMessage.cxx: send messages when they are put into the buffer to see if that helps lag and crap |
19:12.44 | JeffM2501 | there, that should send right away |
19:14.24 | BulletCatcher | Unfortunately, it didn't help much. |
19:15.07 | JeffM2501 | if message manager is the problem then it will be hard to pull it's quite pervasive in the code |
19:17.44 | CIA-32 | BZFlag: 03trepan * r20997 10/trunk/bzflag/src/game/BufferedNetworkMessage.cxx: * added a debug message |
19:19.13 | trepan | note that NetHandler already seems to have buffered output |
19:19.38 | JeffM2501 | well then it wasn't working |
19:19.50 | trepan | bzfs.cxx/processConnectedPeer() -> sendBufferedNetDataForPeer() -> peer.netHandler->bufferedSend() |
19:19.53 | JeffM2501 | the message buffer was added to fix lockups when the server sent out big things |
19:20.35 | trepan | hm, sendBufferedNetDataForPeer also has it's own buffer, 'sendChunks' |
19:20.43 | trepan | (well, the 'peer' does) |
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19:22.10 | trepan | triple buffering? isn't that what they do for smoother gfx? :) |
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19:25.34 | BulletCatcher | trepan: That debug message fires every time, as far as I can tell. |
19:28.12 | trepan | ah, yes, my bad |
19:28.28 | trepan | pendingOutgoingMessages vs. outgoingQueue ... |
19:31.43 | CIA-32 | BZFlag: 03trepan * r20998 10/trunk/bzflag/src/game/BufferedNetworkMessage.cxx: |
19:31.43 | CIA-32 | BZFlag: * removed the debug message from r20997, |
19:31.43 | CIA-32 | BZFlag: (pendingOutgoingMessages vs. outgoingQueue, mucho queueing) |
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20:22.55 | CIA-32 | BZFlag: 03bullet_catcher * r20999 10/trunk/bzflag/src/game/LagInfo.cxx: |
20:22.55 | CIA-32 | BZFlag: Log details of lag and jitter updates. |
20:22.55 | CIA-32 | BZFlag: Ignore jitter updates when the server timestamp is unchanged. |
20:24.36 | BulletCatcher | The jitter updates occur every update, so bzfs -ddddd is quite noisy. |
20:42.46 | temporalD | 5 d's ? |
20:45.14 | BulletCatcher | It enables level 5 debug messages. |
20:49.45 | temporalD | ok - that's new to me - thx |
20:50.52 | BulletCatcher | I run my server with -dd to get level 2 messages for the log file. |
20:51.13 | BulletCatcher | joins, chat, etc. |
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21:02.50 | trepan | fwiw, -d5 = -ddddd (v2.99, server & client) |
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21:16.54 | Packman | is there a config or server variable option that specifies how often super flags are automatically reset? |
21:17.31 | blast007 | _maxFlagGrabs controls the maximum number of times a flag can be picked up before it respawns somewhere else |
21:18.01 | Packman | but there's no /reset flags every minute? |
21:18.05 | blast007 | no |
21:18.22 | blast007 | a plugin could do it though |
21:18.28 | blast007 | but I wouldn't recommend resetting them *all* |
21:18.33 | blast007 | at least at the same time |
21:19.05 | Packman | is there a way to keep flags in a zone meaning they can't be dropped outside? |
21:19.29 | Packman | you can make flags spawn in a zone but you can't prevent them from being 'taken' outside, if you have several maxflaggrabs |
21:19.49 | blast007 | there's a flagStay plugin that makes you drop specific flag types if you leave a certain area |
21:20.14 | blast007 | that one is even bundled with the source, afaik |
21:20.50 | Packman | ok, thank you |
21:21.08 | blast007 | might be a wiki page on it |
21:21.27 | blast007 | there doesn't seem to be any documentation on it in the provided README.txt |
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21:23.56 | Packman | i found it at http://my.bzflag.org/w/FlagStay |
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21:31.01 | temporalD | Packman: there is a really really buggy "bzcron" plugin that can run commands on a schedule |
21:31.19 | temporalD | mofo runs it and it fails to load about 70% of the time |
21:31.35 | Packman | heh |
21:31.43 | blast007 | really hackish too |
21:32.21 | blast007 | it basically makes the server connect to itself as an observer, then gives that observer admin rights so it can run stuff ;) |
21:32.49 | Packman | any idea if bboxes can be combined within the same plugin-supported object? |
21:33.06 | CIA-32 | BZFlag: 03bullet_catcher * r21000 10/trunk/bzflag/src/game/MsgStrings.cxx: Clarify the output when messages are not decoded in detail. |
21:33.21 | blast007 | Packman: you'd have to check the plugin source |
21:58.59 | CIA-32 | BZFlag: 03bullet_catcher * r21001 10/trunk/bzflag/src/ (bzfs/bzfs.cxx game/BufferedNetworkMessage.cxx): |
21:58.59 | CIA-32 | BZFlag: With -DDEBUG, log sent and received messages except for MsgPlayerUpdateSmall. |
21:58.59 | CIA-32 | BZFlag: Add FIXME on r20996 change. |
21:58.59 | CIA-32 | BZFlag: Log when player updates are out of order and ignored. |
22:00.43 | BulletCatcher | That should be the server side of what is needed to help analyze out-of-order message processing, blast007. |
22:05.28 | blast007 | k |
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