Forged Alliance Forever Forged Alliance Forever Forums 2015-10-16T01:35:32+02:00 /feed.php?f=2&t=10943 2015-10-16T01:35:32+02:00 2015-10-16T01:35:32+02:00 /viewtopic.php?t=10943&p=112331#p112331 <![CDATA[Re: PROXY MADNESS!!!!]]> Statistics: Posted by benikens — 16 Oct 2015, 01:35


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2015-10-15T20:39:11+02:00 2015-10-15T20:39:11+02:00 /viewtopic.php?t=10943&p=112324#p112324 <![CDATA[Re: PROXY MADNESS!!!!]]>
RoLa wrote:
Well maybe it should be just more clear if a player is connected through proxy.

Just change the GUI to reflect this. So add a check field "disable proxy connections", which if checked will just disable the start button if any player is connected through proxy. The hover text should contain a list of all players connected through proxy. So players still can connect to game lobbies and dont get weired connection thingies.

Well, the problem with this is that it will still force players to connect via proxy that might have connected the normal way after a longer waiting time (even if it might be several minutes). So I would much rather prefer to be able to disable the proxy system all together on demand, that way if connections still fail or if it still lags in game the proxy system can also be ruled out as cause. It just leads to much more powerful ways of debugging.. I still don't understand why on earth someone could be against that.

Statistics: Posted by SC-Account — 15 Oct 2015, 20:39


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2015-10-15T08:26:08+02:00 2015-10-15T08:26:08+02:00 /viewtopic.php?t=10943&p=112302#p112302 <![CDATA[Re: PROXY MADNESS!!!!]]>
Just change the GUI to reflect this. So add a check field "disable proxy connections", which if checked will just disable the start button if any player is connected through proxy. The hover text should contain a list of all players connected through proxy. So players still can connect to game lobbies and dont get weired connection thingies.

Statistics: Posted by RoLa — 15 Oct 2015, 08:26


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2015-10-15T07:49:23+02:00 2015-10-15T07:49:23+02:00 /viewtopic.php?t=10943&p=112301#p112301 <![CDATA[Re: PROXY MADNESS!!!!]]>
Sheeo wrote:
Neither consequence is OK.

Why would it not be OK. It is the players/hosts choice, it gives the user more of a chance to deal with a problematic proxy system.
I am not saving this solves all issues, but it adds more of a chance to find a certain workaround in many situations.

Statistics: Posted by SC-Account — 15 Oct 2015, 07:49


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2015-10-15T07:41:00+02:00 2015-10-15T07:41:00+02:00 /viewtopic.php?t=10943&p=112300#p112300 <![CDATA[Re: PROXY MADNESS!!!!]]> > Neither consequence is OK

Actually I think thats the exact behaviour we want. If any players can't connect directly, then don't allow launch. With proxy enabled, we have the situation where if any player can't connect, then allow launch anyway but get ready for everyone to bitch and moan about the lag, demand that the proxied players quit, and then rage quit themselves when they don't. And to make matters worse, many of us believe that the proxy is stepping in unnecessarily in many cases.

Statistics: Posted by Axle — 15 Oct 2015, 07:41


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2015-10-14T20:22:33+02:00 2015-10-14T20:22:33+02:00 /viewtopic.php?t=10943&p=112266#p112266 <![CDATA[Re: PROXY MADNESS!!!!]]>
SC-Account wrote:
Sheeo wrote:
SC-Account wrote:But why not allow proxies to be disabled in lobby until better connection protocols are established? Is that so much of a problem technically? I imagine it to be basically commenting out a single line of code, am I wrong?


You're not wrong. But I do believe I explained the problem with doing exactly that just in my earlier post.

What exactly is the problem then, if everything stays as it is on default but proxies can be disabled as host for all players in lobby or player by individual players as an option?


If host disables it some players simply won't be able to connect to him. If a player disables it he can cause some other players in the game not to be able to join it.

Neither consequence is OK.

Statistics: Posted by Sheeo — 14 Oct 2015, 20:22


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2015-10-14T19:07:05+02:00 2015-10-14T19:07:05+02:00 /viewtopic.php?t=10943&p=112261#p112261 <![CDATA[Re: PROXY MADNESS!!!!]]>
Sheeo wrote:
SC-Account wrote:But why not allow proxies to be disabled in lobby until better connection protocols are established? Is that so much of a problem technically? I imagine it to be basically commenting out a single line of code, am I wrong?


You're not wrong. But I do believe I explained the problem with doing exactly that just in my earlier post.

What exactly is the problem then, if everything stays as it is on default but proxies can be disabled as host for all players in lobby or player by individual players as an option?

Statistics: Posted by SC-Account — 14 Oct 2015, 19:07


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2015-10-14T14:17:53+02:00 2015-10-14T14:17:53+02:00 /viewtopic.php?t=10943&p=112246#p112246 <![CDATA[Re: PROXY MADNESS!!!!]]>
SC-Account wrote:
But why not allow proxies to be disabled in lobby until better connection protocols are established? Is that so much of a problem technically? I imagine it to be basically commenting out a single line of code, am I wrong?


You're not wrong. But I do believe I explained the problem with doing exactly that just in my earlier post.

Statistics: Posted by Sheeo — 14 Oct 2015, 14:17


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2015-10-13T11:38:08+02:00 2015-10-13T11:38:08+02:00 /viewtopic.php?t=10943&p=112171#p112171 <![CDATA[Re: PROXY MADNESS!!!!]]>
SC-Account wrote:
But why not allow proxies to be disabled in lobby until better connection protocols are established? Is that so much of a problem technically? I imagine it to be basically commenting out a single line of code, am I wrong?

All code is public here https://github.com/FAForever feel free to suggest your changes, improvements and fixes ;)

Statistics: Posted by speed2 — 13 Oct 2015, 11:38


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2015-10-13T11:34:18+02:00 2015-10-13T11:34:18+02:00 /viewtopic.php?t=10943&p=112170#p112170 <![CDATA[Re: PROXY MADNESS!!!!]]>
Sheeo wrote:
SC-Account wrote:
Sheeo wrote:You have the option already -- it's called the kick button.

If you try and disable proxy connections as an individual player the only thing you'll gain is being unable to connect at all (For now) -- not very helpful.


We're working on implementing industry standard connectivity establishment (ICE/TURN). Until that's out your best bet is to use common sense, ask players with prior known connection issues to not play in your games and resort to the kick button if needed. Don't be a d*** about it though -- it's rarely the players fault that their connection is sub par.

Not being able to connect at all at least tells you that something is wrong. Also it is incredibly annoying to figure out who is connected via proxy before start. Last but not least I highly doubt that they most of them even need the proxy to connect. The not being able to connect with someone situation was not nearly as wide spread as the use of proxies. I get proxied to tons of people, but there was only one single player I could never connect to before proxy implementation. Some players maybe would need 2 minutes to connect without proxy, but I doubt the function gives them that much time and connects them with proxy after 5 seconds or such. Couldn't that be increased to say 5 minutes for starters.. or to a player set value.

Having 2 or more players with 1k ping to each others is nothing about being a d*** Sheeo - it is simply fucking unplayable.


I'm not denying the current connection protocol is bad, nor am I saying you're being a d*** for not wanting to play these games. That's perfectly understandable -- and I don't want to myself :) Just make sure not to blame random people for it.

As I wrote, this will get better. Until then, you have no choice but to ask people nicely to leave, use the kickbutton, or disable the proxy through other means.

Should you disable the proxy through other means, however, you'll mess up your gamestate and your lobby won't function correctly.

But why not allow proxies to be disabled in lobby until better connection protocols are established? Is that so much of a problem technically? I imagine it to be basically commenting out a single line of code, am I wrong?

Statistics: Posted by SC-Account — 13 Oct 2015, 11:34


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2015-10-12T19:28:49+02:00 2015-10-12T19:28:49+02:00 /viewtopic.php?t=10943&p=112128#p112128 <![CDATA[Re: PROXY MADNESS!!!!]]>
SC-Account wrote:
Sheeo wrote:You have the option already -- it's called the kick button.

If you try and disable proxy connections as an individual player the only thing you'll gain is being unable to connect at all (For now) -- not very helpful.


We're working on implementing industry standard connectivity establishment (ICE/TURN). Until that's out your best bet is to use common sense, ask players with prior known connection issues to not play in your games and resort to the kick button if needed. Don't be a d*** about it though -- it's rarely the players fault that their connection is sub par.

Not being able to connect at all at least tells you that something is wrong. Also it is incredibly annoying to figure out who is connected via proxy before start. Last but not least I highly doubt that they most of them even need the proxy to connect. The not being able to connect with someone situation was not nearly as wide spread as the use of proxies. I get proxied to tons of people, but there was only one single player I could never connect to before proxy implementation. Some players maybe would need 2 minutes to connect without proxy, but I doubt the function gives them that much time and connects them with proxy after 5 seconds or such. Couldn't that be increased to say 5 minutes for starters.. or to a player set value.

Having 2 or more players with 1k ping to each others is nothing about being a d*** Sheeo - it is simply fucking unplayable.


I'm not denying the current connection protocol is bad, nor am I saying you're being a d*** for not wanting to play these games. That's perfectly understandable -- and I don't want to myself :) Just make sure not to blame random people for it.

As I wrote, this will get better. Until then, you have no choice but to ask people nicely to leave, use the kickbutton, or disable the proxy through other means.

Should you disable the proxy through other means, however, you'll mess up your gamestate and your lobby won't function correctly.

Statistics: Posted by Sheeo — 12 Oct 2015, 19:28


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2015-10-12T16:11:09+02:00 2015-10-12T16:11:09+02:00 /viewtopic.php?t=10943&p=112119#p112119 <![CDATA[Re: PROXY MADNESS!!!!]]>
Sheeo wrote:
We're working on implementing industry standard connectivity establishment (ICE/TURN).

this is the way to go! I salute this initiative.

Statistics: Posted by tatsu — 12 Oct 2015, 16:11


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2015-10-12T13:17:24+02:00 2015-10-12T13:17:24+02:00 /viewtopic.php?t=10943&p=112110#p112110 <![CDATA[Re: PROXY MADNESS!!!!]]> Statistics: Posted by Axle — 12 Oct 2015, 13:17


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2015-10-12T12:42:29+02:00 2015-10-12T12:42:29+02:00 /viewtopic.php?t=10943&p=112108#p112108 <![CDATA[Re: PROXY MADNESS!!!!]]> Statistics: Posted by Axle — 12 Oct 2015, 12:42


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2015-10-12T10:02:51+02:00 2015-10-12T10:02:51+02:00 /viewtopic.php?t=10943&p=112101#p112101 <![CDATA[Re: PROXY MADNESS!!!!]]>
Sheeo wrote:
You have the option already -- it's called the kick button.

If you try and disable proxy connections as an individual player the only thing you'll gain is being unable to connect at all (For now) -- not very helpful.


We're working on implementing industry standard connectivity establishment (ICE/TURN). Until that's out your best bet is to use common sense, ask players with prior known connection issues to not play in your games and resort to the kick button if needed. Don't be a d*** about it though -- it's rarely the players fault that their connection is sub par.

Not being able to connect at all at least tells you that something is wrong. Also it is incredibly annoying to figure out who is connected via proxy before start. Last but not least I highly doubt that they most of them even need the proxy to connect. The not being able to connect with someone situation was not nearly as wide spread as the use of proxies. I get proxied to tons of people, but there was only one single player I could never connect to before proxy implementation. Some players maybe would need 2 minutes to connect without proxy, but I doubt the function gives them that much time and connects them with proxy after 5 seconds or such. Couldn't that be increased to say 5 minutes for starters.. or to a player set value.

Having 2 or more players with 1k ping to each others is nothing about being a d*** Sheeo - it is simply fucking unplayable.

Statistics: Posted by SC-Account — 12 Oct 2015, 10:02


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