Server Help

General Questions - what info in *info?

Hawkaloogie - Fri Mar 25, 2005 11:25 pm
Post subject: what info in *info?
IP:70.177.3.75 TimeZoneBias:480 Freq:0 TypedName:PaoTzu Demo:0 MachineId:209065970
Ping:80ms LowPing:60ms HighPing:210ms AvePing:70ms
LOSS: S2C:2.0% C2S:0.5% S2CWeapons:0.0% S2C_RelOut:0(0)
S2C:774-->758 C2S:5344-->5324
C2S CURRENT: Slow:0 Fast:31 0.0% TOTAL: Slow:0 Fast:4806 0.0%
S2C CURRENT: Slow:0 Fast:0 0.0% TOTAL: Slow:0 Fast:0 0.0%
TIME: Session: 0:13:00 Total: 2652:22:00 Created: 5-2-1999 06:37:41
Bytes/Sec:5 LowBandwidth:0 MessageLogging:0 ConnectType:UnknownNotRAS


I understand some of it, but what are "Fast" packets? What's S2C_RelOut?

I'm trying to make a lagspike bot and want to be sure I cover everything.
Smong - Sat Mar 26, 2005 7:25 am
Post subject:
I looked at mervbot about c2sfast, I think it's just the number of packets sent c2s since the player connected. I don't know what makes a packet 'slow'.
Mr Ekted - Sat Mar 26, 2005 10:40 am
Post subject:
Slow packets arrive 300ms or more after they were sent. This relies on the time sync between the client and the server. So either the packets are actually late, OR the time sync is so bad they look like they are. Here's a post to the PB forum I made about clock syncing:

http://forums.powerballzone.com/read.php?board=5&id=42371
Smong - Sat Mar 26, 2005 1:48 pm
Post subject:
So by using the time packets you can guess the c2s ping. Then when you receive an acknowledge from a reliable packet you can work out the c2s ping again. So if reliable c2s ping is more than 300ms it is called slow?

But I found this in server.cfg Latency:SlowPacketTime=50, does that make it 500ms default?

It would seem you can only use reliable and time packets to create these stats, because the server won't send a response to any other packet and you'll never know the ping. However some simple testing with cont shows only position packets are being used to generate the c2sfast stat (I was unable to create any slow packets, even when running 10 subbills at once).
Mr Ekted - Sat Mar 26, 2005 3:09 pm
Post subject:
All packets that have a timestamp are subject to slow packet status: player position, and weapon. The reliability layer has nothing to do with timing or slow packets.

Client sends a position packet. The time stamp on this packet is the current server time (as best as the client can estimate from the previous sync). When the server receives it, it simply subtracts the true current time from the client's timestamp. In normal cases, this will be approximately the C2S latency. If it's greater than the slow packet threshold, it counts as a slow packet.

Yes I think you can change slow packet threshold.
Smong - Sat Mar 26, 2005 4:02 pm
Post subject:
Thanks for clearing that up, I was confusing it with something else.
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