Forged Alliance Forever Forged Alliance Forever Forums 2016-10-11T23:29:05+02:00 /feed.php?f=2&t=13246 2016-10-11T23:29:05+02:00 2016-10-11T23:29:05+02:00 /viewtopic.php?t=13246&p=137061#p137061 <![CDATA[Re: Ping Test tool on lobby]]>
Viba wrote:
tatsu topic was about a different ping :)

woops! totally missread the OP! my bad

Statistics: Posted by tatsu — 11 Oct 2016, 23:29


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2016-10-11T16:58:01+02:00 2016-10-11T16:58:01+02:00 /viewtopic.php?t=13246&p=137035#p137035 <![CDATA[Re: Ping Test tool on lobby]]>
viewtopic.php?f=2&t=13100

Just leaving that there. Not sure what other ideas are being worked on currently for connection testing.

Statistics: Posted by Vanguard — 11 Oct 2016, 16:58


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2016-10-11T15:06:53+02:00 2016-10-11T15:06:53+02:00 /viewtopic.php?t=13246&p=137032#p137032 <![CDATA[Re: Ping Test tool on lobby]]>

Statistics: Posted by Viba — 11 Oct 2016, 15:06


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2016-10-11T13:06:04+02:00 2016-10-11T13:06:04+02:00 /viewtopic.php?t=13246&p=137024#p137024 <![CDATA[Re: Ping Test tool on lobby]]>
I dunno how much more convenient you can get. :D maybe the "toilet FAF phone app" for smartphones and smartwatches we talked about.... :P

Statistics: Posted by tatsu — 11 Oct 2016, 13:06


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2016-10-10T16:40:06+02:00 2016-10-10T16:40:06+02:00 /viewtopic.php?t=13246&p=136992#p136992 <![CDATA[Re: Ping Test tool on lobby]]>
http://www.pjsip.org/pjnath/docs/html/g ... _intro.htm
http://www.pjsip.org/

Statistics: Posted by RoLa — 10 Oct 2016, 16:40


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2016-10-10T16:06:19+02:00 2016-10-10T16:06:19+02:00 /viewtopic.php?t=13246&p=136991#p136991 <![CDATA[Re: Ping Test tool on lobby]]>
RoLa wrote:
What about introducing a proxy (SOCKS?), which prevents disconnects when router wan ip address changes. So basically your local proxy is informed if any ip change by other players, so that FA stops just for a moment and continues.

Maybe we could use this one as basis:
https://raw.githubusercontent.com/z3APA ... vel/README
https://3proxy.ru/howtoe.asp#CHAIN


- UDP and bind support for SOCKSv5 (fully compatible with
SocksCAP/FreeCAP for UDP)
- HTTPS/SOCKS4/SOCKS5 and redirection parent support
- Chain building (multihop proxing)


Using a SOCKS proxy for the sole purpose of preventing disconnects during IP-changes imposes a _lot_ of overhead for just that benefit.

We're implementing reconnect in the ICE-relay anyway; that prevents this.

Statistics: Posted by Sheeo — 10 Oct 2016, 16:06


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2016-10-10T14:57:58+02:00 2016-10-10T14:57:58+02:00 /viewtopic.php?t=13246&p=136990#p136990 <![CDATA[Re: Ping Test tool on lobby]]>
Maybe we could use this one as basis:
https://raw.githubusercontent.com/z3APA ... vel/README
https://3proxy.ru/howtoe.asp#CHAIN


- UDP and bind support for SOCKSv5 (fully compatible with
SocksCAP/FreeCAP for UDP)
- HTTPS/SOCKS4/SOCKS5 and redirection parent support
- Chain building (multihop proxing)

Statistics: Posted by RoLa — 10 Oct 2016, 14:57


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2016-10-03T14:36:24+02:00 2016-10-03T14:36:24+02:00 /viewtopic.php?t=13246&p=136599#p136599 <![CDATA[Re: Ping Test tool on lobby]]> Statistics: Posted by BenDover — 03 Oct 2016, 14:36


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2016-10-03T14:34:11+02:00 2016-10-03T14:34:11+02:00 /viewtopic.php?t=13246&p=136598#p136598 <![CDATA[Re: Ping Test tool on lobby]]> Statistics: Posted by biass — 03 Oct 2016, 14:34


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2016-10-03T14:31:26+02:00 2016-10-03T14:31:26+02:00 /viewtopic.php?t=13246&p=136597#p136597 <![CDATA[Re: Ping Test tool on lobby]]> Statistics: Posted by BenDover — 03 Oct 2016, 14:31


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2016-10-02T19:44:20+02:00 2016-10-02T19:44:20+02:00 /viewtopic.php?t=13246&p=136546#p136546 <![CDATA[Re: Ping Test tool on lobby]]> http://winmtr.net/download-winmtr/

Test to a few different servers, if you have bad packet loss just don't play.

Another problem I had was the FAF client acting up somehow, causing lag issues ever now and then that look like packet loss, but that's another story.

Statistics: Posted by Viba — 02 Oct 2016, 19:44


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2016-10-02T18:57:26+02:00 2016-10-02T18:57:26+02:00 /viewtopic.php?t=13246&p=136545#p136545 <![CDATA[Re: Ping Test tool on lobby]]>
Isn't it possible to simulate random packets that would be sent/received when the actual game would start ?

And from there, detect bottlenecking ?

Usually my connection is fine, but lately my ISP has been playing tricks on me, and it's annoying to make people rehost games.
But so far my (and others) only way is to try it out in game .

Statistics: Posted by Gilobot — 02 Oct 2016, 18:57


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2016-10-02T15:38:02+02:00 2016-10-02T15:38:02+02:00 /viewtopic.php?t=13246&p=136541#p136541 <![CDATA[Re: Ping Test tool on lobby]]> Statistics: Posted by Viba — 02 Oct 2016, 15:38


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2016-10-02T10:54:10+02:00 2016-10-02T10:54:10+02:00 /viewtopic.php?t=13246&p=136535#p136535 <![CDATA[Re: Ping Test tool on lobby]]>
on top of that, if some players connection is unstable it cant be hard to tell in the lobby since time is needed. also the player could be lagging due to the sim speed which is denoted by their cpu score instead, or could have a case of stuttering in which case their cpu score doesnt reflect that either.

in short, ping is not a super reliable way to tell if someone will lag or not, and at the end of the day it requires dev time to implement, something we have a clear deficit of.

hope this helps

Statistics: Posted by Exotic_Retard — 02 Oct 2016, 10:54


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2016-10-02T07:14:55+02:00 2016-10-02T07:14:55+02:00 /viewtopic.php?t=13246&p=136530#p136530 <![CDATA[Ping Test tool on lobby]]> How feasible is it to have a tool in lobby (so pre game) to test the ping with all the players. When in lobby the IPs that will be used are available if I am not wrong.

I know there are tools online to test pings, but those are not reliable enough for this situation.

The ping value in lobby doesn't help with possible loss packets on one route to one of the player, or bottlenecking or wtv.
A simulation of what would happen in game would give reliable results if using the actual players IPs.

Statistics: Posted by Gilobot — 02 Oct 2016, 07:14


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