Multiplayer slow game server

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o01eg
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Joined: Sat Dec 10, 2011 5:46 am

Re: Multiplayer slow game server

#541 Post by o01eg » Wed Feb 12, 2020 6:13 pm

Oberlus wrote:
Wed Feb 12, 2020 5:57 pm
Yesterday, at the end of the game, my connection to the server became very slow. Three minutes downloading the game state at 35 KB/s, while I was use to 3-4 seconds the turn before it started. Other players (L29Ah, Hyperant, swaq) didn't have the same problem.
I checked that I could download stuff at 8 MB/s from other sources, yet the download speed from freeorion server stuck to 35 KB/s.
Now I've downloaded the default directory from freeorion-test.dedyn.io and it was also 35 KB/s. I wonder if that is related to my slow download speed from game server while playing. During the file download I made a speed test and again my download speed was 8 MB/s, and the file download speed was not affected during the speed test.
So I also wonder is it is something to do with the server restricting badwidth towards my IP? Or maybe my Comodo firewall could be doing something strange here? I have no clue.
VPS is said to have 1Gb/s port, it's hard to say where speed is limited.
Gentoo Linux x64, gcc-9.2, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2020-07-10.f3d403e.
Donations are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

o01eg
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Joined: Sat Dec 10, 2011 5:46 am

Re: Multiplayer slow game server

#542 Post by o01eg » Tue Mar 31, 2020 5:32 pm

The server updated to 2020-03-30.025f545 version.
Gentoo Linux x64, gcc-9.2, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2020-07-10.f3d403e.
Donations are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

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Oberlus
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Re: Multiplayer slow game server

#543 Post by Oberlus » Wed Apr 01, 2020 7:07 am

Server cookies are not saved any more?
Each time I connect to server I have to get a new OTP.
Regardless of the annoyance for the player, that's a real problem for the email quota: sooner or later we won't be able to connect!

o01eg
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Posts: 862
Joined: Sat Dec 10, 2011 5:46 am

Re: Multiplayer slow game server

#544 Post by o01eg » Wed Apr 01, 2020 7:10 am

Oberlus wrote:
Wed Apr 01, 2020 7:07 am
Server cookies are not saved any more?
Each time I connect to server I have to get a new OTP.
Regardless of the annoyance for the player, that's a real problem for the email quota: sooner or later we won't be able to connect!
I suppose it related to issue https://github.com/freeorion/freeorion/issues/2815

Should we postpone game until it will be fixed or return to 0.4.9?
Gentoo Linux x64, gcc-9.2, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2020-07-10.f3d403e.
Donations are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

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Oberlus
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Re: Multiplayer slow game server

#545 Post by Oberlus » Wed Apr 01, 2020 7:18 am

o01eg wrote:
Wed Apr 01, 2020 7:10 am
Should we postpone game until it will be fixed or return to 0.4.9?
I am really eager to play a multiplayer game again, but I think it is better to postpone it, because the game will take maybe 2 months to complete and we already have several new features that would be great to test and enjoy during the game (Arc Disruptor, UI stuff...) and probably more bugs to catch.

As a temporary workaround, during the test game and while we wait for fixes of current bugs, we could trust each other and disable OTP passwords for login?

o01eg
Programmer
Posts: 862
Joined: Sat Dec 10, 2011 5:46 am

Re: Multiplayer slow game server

#546 Post by o01eg » Tue Apr 14, 2020 7:46 pm

The server was updated to 2020-04-14.60fb514 weekly test build.
Gentoo Linux x64, gcc-9.2, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2020-07-10.f3d403e.
Donations are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

o01eg
Programmer
Posts: 862
Joined: Sat Dec 10, 2011 5:46 am

Re: Multiplayer slow game server

#547 Post by o01eg » Tue Apr 21, 2020 7:40 pm

The server was updated to weekly test build 2020-04-20.b2112fe.
Gentoo Linux x64, gcc-9.2, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2020-07-10.f3d403e.
Donations are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

o01eg
Programmer
Posts: 862
Joined: Sat Dec 10, 2011 5:46 am

Re: Multiplayer slow game server

#548 Post by o01eg » Tue Apr 28, 2020 6:22 pm

Gentoo Linux x64, gcc-9.2, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2020-07-10.f3d403e.
Donations are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

Ophiuchus
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Location: Wall IV

Re: Multiplayer slow game server

#549 Post by Ophiuchus » Tue May 19, 2020 11:29 am

Hi, for the next game would you consider testing a different number of bouts with balance-scaling? The necessary game rules have been added to master.
Ophiuchus wrote:
Tue May 19, 2020 11:09 am
Different bout setup should/could be tested in multiplayer; e.g. (4-8-6-6) or (4-4-3-3) or (6-2-1-1) or (8-8-3-3) or (9-3-1-1)
The 4-8-6-6 is a setup which came out of discussion with Oberlus (4 bouts, 8*structure, 6*weapon-damage,6*fighter-damage) . This came out of long discussions with Oberlus.

Four bouts are a good value I intend to add combat ranges to 0.5 (long-range, short-range and close-range) and the fourth bout is important because that would be the only bout where you could hit back on hidden ships which only have close-range weapons.
The scaling factors are for keeping the balance and for adding design space for multi-shot weapons while keeping integer values.

9-3-1-1 (9 bouts, 3*structure, current weapon-damage, current fighter-damage) would be interesting for looking at what happens at a huge number of bouts, but probably the combat log gets too long. Hidden close-range ships would be probably attacked in the last two of that nine bouts (which could be ok if stealth gets lowered a bit for the next turn). For 8-8-3-3 i would imagine two long range, two short range and four close range bouts so hidden close-range ships get to be shot at in 3 of the 8 bouts (which sounds well). With that many bouts, fighter launch is taking a much smaller toll and spare hangars are a really good thing.

TLDR; i would be very happy if you could agree on a different number of bouts than three for the next game :) i hope i can join
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

o01eg
Programmer
Posts: 862
Joined: Sat Dec 10, 2011 5:46 am

Re: Multiplayer slow game server

#550 Post by o01eg » Tue May 19, 2020 12:17 pm

Ophiuchus wrote:
Tue May 19, 2020 11:29 am
Hi, for the next game would you consider testing a different number of bouts with balance-scaling? The necessary game rules have been added to master.
I think it possible. So do I need only to change some game rules values?
Gentoo Linux x64, gcc-9.2, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2020-07-10.f3d403e.
Donations are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

Ophiuchus
Programmer
Posts: 1521
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Multiplayer slow game server

#551 Post by Ophiuchus » Tue May 19, 2020 4:42 pm

o01eg wrote:
Tue May 19, 2020 12:17 pm
Ophiuchus wrote:
Tue May 19, 2020 11:29 am
Hi, for the next game would you consider testing a different number of bouts with balance-scaling? The necessary game rules have been added to master.
I think it possible. So do I need only to change some game rules values?
Yes three rule values (structure, weapon damage, fighter damage) under balance, and number of bouts is somewhere in the main settings (for single player at least).
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

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