James Cameron wrote: > As a wild guess, you may not have disabled the Nagle algorithm on the TCP socket? You scored a point by making me open up my copy of TCP/IP Illustrated volume 1 by Richard Stevens ;-) I have not disabled it. But I also have not gotten to a bunch of other packet optimizations. Every function which sends data currently ends with a WriteAndFlush (guaranteeing correctness). I’m confident I can aggregate my SP_PLAYER sends with Writes and then execute one WriteAndFlush each every 0.1 seconds. I also haven’t checked the tcpdumps to see how many packets per second my server is sending to a client versus the existing server. I will get to these optimizations. For now, the COW blinking may have been CPU related. My Linux VM is running on a 2013 iMac. I’d love to have an observation of how well/poorly my server looks from Windows and Linux clients which are not running in VM’s. For reference, my netrek.networkmom.net <http://netrek.networkmom.net/> server is located in the SFO region. Good progress today on command-line-arguments and logging, which were necessary infrastructure for tomorrow's “genocide logic” and “user database” day. Darrell > On Jul 16, 2020, at 4:04 PM, James Cameron <quozl at laptop.org> wrote: > > As a wild guess, you may not have disabled the Nagle algorithm on the > TCP socket? Aggregation and delay of data in the outgoing queue does > cause an effect that can be reported as "blinking". > > On Thu, Jul 16, 2020 at 03:27:18PM -0700, Darrell Root wrote: >> Thank you! This bug is now resolved thanks to your help and Bill Balcerski’s >> bug report! >> >> It looks like the explosion gets animated in the EXPLODE state. Then there is >> a pause in the DEAD state allowing torpedoes to run out. But then I needed to >> migrate the user to the OUTFIT state to get back to the “select ship/quit” >> screen. I chose 1 second for each of those two states. >> >> I think most of the “client blinking” in the x86 client (that Bill reported) is >> resolved. But I’m seeing a huge quantity of “stuff blinking” on the COW client >> running in a Parallels VM on my Mac. >> >> I’m not sure whether the “stuff blinking” is an artifact of the Parallels VM or >> a real problem. In the x86 client case, I was sending unnecessary updates to >> the client, resulting in continuous redraws. >> >> If someone could pop up a COW client on a native Linux box, point it at [1] >> netrek.networkmom.net, and report if they see planets/ships on the screen >> blinking too much, I’d appreciate it. >> >> Darrell >> >> On Jul 16, 2020, at 2:19 PM, James Cameron <[2]quozl at laptop.org> wrote: >> >> Looking at Gytha's __init__.py which contains a paste of the protocol >> definition; >> >> SP_PSTATUS, indicates PDEAD state >> client animates explosion >> >> SP_PSTATUS, indicates POUTFIT state >> clients returns to team selection window >> >> Looking at Gytha's PhaseFlight class, the event loop exits on POUTFIT >> "# no longer flying". >> >> Looking at Gytha's nt_play_a_slot "keep playing on a server, until >> user chooses a quit option, or a list option to return to the server >> list", play continues until POUTFIT. >> >> On Thu, Jul 16, 2020 at 01:55:03PM -0700, Darrell Root wrote: >> >> Netrek-dev, >> >> My Swift Netrek server has a compatibility problem with COW and Windows >> clients. >> >> When a person dies, the clients do not pop up the “choose team” screen. >> So >> people have to disconnect to respawn. >> The clients also do not show the “you were killed by [WEAPON] from >> [PLAYER] >> message when connected to my server. >> >> What message/flag sent from the server triggers that window / message? >> >> I was assuming it was the whydead and whodead fields in the SP_YOU, but >> so far >> I haven’t been able to get it working. >> >> Here’s a sequence of SP_YOU messages from [1][3]pickled.netrek.org. >> These can be >> assumed to be correct. I’ve put the death and respan in BOLD >> >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 64 shieldStrength 100 fuel 10000 engineTemp 0 weaponsTemp 0 whyDead 0 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 10000 engineTemp 0 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9980 engineTemp 5 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9960 engineTemp 10 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9940 engineTemp 15 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9924 engineTemp 19 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9908 engineTemp 23 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9892 engineTemp 27 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9876 engineTemp 31 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9860 engineTemp 35 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9848 engineTemp 38 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33562624 damage >> 103 shieldStrength 100 fuel 9836 engineTemp 41 weaponsTemp 0 whyDead 2 >> whodead >> 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags 2049 >> damage >> 0 shieldStrength 100 fuel 10000 engineTemp 0 weaponsTemp 0 whyDead 2 >> whodead 6" >> "Received SP_YOU 12 1 hostile 13 war 0 armies 0 tractor 0 flags >> 33556481 damage >> 0 shieldStrength 100 fuel 10000 engineTemp 0 weaponsTemp 0 whyDead 2 >> whodead 6” >> >> Here’s a sequence of SP_YOU messages from [2][4]netrek.networkmom.net. >> >> "Received SP_YOU 12 16 hostile 14 war 14 armies 0 tractor 0 flags 2048 >> damage >> 78 shieldStrength 100 fuel 9460 engineTemp 5 weaponsTemp 0 whyDead 0 >> whodead 0" >> "Received SP_YOU 12 16 hostile 14 war 14 armies 0 tractor 0 flags 2048 >> damage >> 118 shieldStrength 100 fuel 9460 engineTemp 5 weaponsTemp 0 whyDead 2 >> whodead >> 0" >> "Received SP_YOU 12 16 hostile 14 war 14 armies 0 tractor 0 flags 2048 >> damage >> 118 shieldStrength 100 fuel 9460 engineTemp 5 weaponsTemp 0 whyDead 2 >> whodead >> 0" >> "Received SP_YOU 12 16 hostile 14 war 14 armies 0 tractor 0 flags 2048 >> damage >> 118 shieldStrength 100 fuel 9460 engineTemp 5 weaponsTemp 0 whyDead 2 >> whodead >> 0” >> >> …large number of identical messages deleted… >> >> "Received SP_YOU 12 16 hostile 14 war 14 armies 0 tractor 0 flags 2048 >> damage >> 118 shieldStrength 100 fuel 9460 engineTemp 5 weaponsTemp 0 whyDead 2 >> whodead >> 0" >> "Received SP_YOU 12 16 hostile 14 war 14 armies 0 tractor 0 flags 2048 >> damage >> 118 shieldStrength 100 fuel 9460 engineTemp 5 weaponsTemp 0 whyDead 2 >> whodead >> 0" >> "Received SP_YOU 12 16 hostile 14 war 14 armies 0 tractor 0 flags 2048 >> damage 0 >> shieldStrength 100 fuel 10000 engineTemp 0 weaponsTemp 0 whyDead 0 >> whodead 0” >> >> (Looks like I need to fix whodead, but 0 is valid so I don’t think >> that’s the >> cause). >> >> Could it be PFREFIT? >> >> For reference, here’s the p_flags fields. While my current >> implementation is >> missing red/yellow/green, I don’t see anything relevant. >> >> /* bit masks of p_flags */ >> #define PFSHIELD 0x0001 /*!< shields are up */ >> #define PFREPAIR 0x0002 /*!< repairing damage or shields */ >> #define PFBOMB 0x0004 /*!< bombing planet while orbiting */ >> #define PFORBIT 0x0008 /*!< orbiting planet p_planet */ >> #define PFCLOAK 0x0010 >> #define PFWEP 0x0020 >> #define PFENG 0x0040 >> #define PFROBOT 0x0080 >> #define PFBEAMUP 0x0100 >> #define PFBEAMDOWN 0x0200 >> #define PFSELFDEST 0x0400 >> #define PFGREEN 0x0800 >> #define PFYELLOW 0x1000 >> #define PFRED 0x2000 >> #define PFPLOCK 0x4000 /* Locked on a player */ >> #define PFPLLOCK 0x8000 /* Locked on a planet */ >> #define PFCOPILOT 0x10000 /* Allow copilots */ >> #define PFWAR 0x20000 /* computer reprogramming for >> war */ >> #define PFPRACTR 0x40000 /* practice type robot (no >> kills) */ >> #define PFDOCK 0x80000 /*!< docked to a base, p_dock_with >> valid */ >> #define PFREFIT 0x100000 /* true if about to refit */ >> #define PFREFITTING 0x200000 /* true if currently refitting >> */ >> #define PFTRACT 0x400000 /* tractor beam activated */ >> #define PFPRESS 0x800000 /* pressor beam activated */ >> #define PFDOCKOK 0x1000000 /* docking permission */ >> #define PFSEEN 0x2000000 /* seen by enemy on galactic >> map? */ >> /*#define PFCYBORG 0x4000000 a cyborg? 7/27/91 TC */ >> #define PFOBSERV 0x8000000 /* for observers */ >> #define PFTWARP 0x40000000 /* isae -- SB transwarp */ >> >> References: >> >> [1] [5]http://pickled.netrek.org/ >> [2] [6]http://netrek.networkmom.net/ >> >> _______________________________________________ >> netrek-dev mailing list >> [7]netrek-dev at us.netrek.org >> [8]http://mailman.us.netrek.org/mailman/listinfo/netrek-dev >> >> -- >> James Cameron >> [9]http://quozl.netrek.org/ >> _______________________________________________ >> netrek-dev mailing list >> [10]netrek-dev at us.netrek.org >> [11]http://mailman.us.netrek.org/mailman/listinfo/netrek-dev >> >> References: >> >> [1] http://netrek.networkmom.net/ >> [2] mailto:quozl at laptop.org >> [3] http://pickled.netrek.org/ >> [4] http://netrek.networkmom.net/ >> [5] http://pickled.netrek.org/ >> [6] http://netrek.networkmom.net/ >> [7] mailto:netrek-dev at us.netrek.org >> [8] http://mailman.us.netrek.org/mailman/listinfo/netrek-dev >> [9] http://quozl.netrek.org/ >> [10] mailto:netrek-dev at us.netrek.org >> [11] http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > >> _______________________________________________ >> netrek-dev mailing list >> netrek-dev at us.netrek.org >> http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > > > -- > James Cameron > http://quozl.netrek.org/ > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev -------------- next part -------------- An HTML attachment was scrubbed... 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