IRC logs of Libera.Chat #BZFlag for Sunday, 2023-11-12

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AgathaI don't know how it works currently, and I know network synchronization is a thorny problem. Actually, I think my main complaint is that the "jitter" readout doesn't seem closely related to the amount of jitter a person actually has. Sure, 100ms is worse than 10ms, but the timescales involved are much worse than that.00:25
AgathaIt also goes player by player. When I was in Utah, my jitter was regularly 30ms I think, but people still complained bitterly that it felt more like 2000. That's a *huge* disparity!00:25
SpringTankyeah, it's weird01:11
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blast007okay, the reason that being killed by SR makes it so you can't respawn is because the processing of MsgKilled in bzfs.cxx doesn't check for that and instead tries to verify that the shot ID is valid (which it isn't, because there isn't a shot), so it doesn't mark the player as dead on the server03:32
blast007so that likely breaks it for death physics drivers too03:33
Jueststrange03:47
blast007not really03:47
blast007just incomplete logic03:48
blast007confirmed it breaks with death physics driver and water level death03:48
blast007self-destruct is okay because in that case it skips the shot check, since the killer is yourself03:49
Juesti wonder why it was left incomplete for quite some time...03:49
Jueststupid question03:49
blast007cuz nobody has been testing 2.5 in actual play03:50
blast007remember how we found those 4 issues when we played it for like 5 to 10 minutes :)03:50
Juestheh :)03:51
Juesttrue03:51
Juestmaybe we could get LU to play on development versions 03:51
blast007that'd be impossible right now03:52
Juestokay, when its rc quality03:54
Juestit'll be a little while i suppose04:00
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blast007in 2.4, the killer for water level death and death physics driver is the ServerPlayer, so it doesn't even check the shot ID validity. And for SR, the shot ID is sent as -1, which it treats as valid04:12
blast007hmm, I wonder if the logic is just reversed in 2.5.  The comment says "// you can kill yourself with an invalid shot, it may not have been sent up the pipe already", but then the check is check if the killer is NOT you and the shot is not valid.04:14
blast007so based on that comment, I'd think it should be making sure the killer IS yourself04:14
blast007but even if that check was reversed, I'm not sure it's a good idea to ignore the player saying they died just because the shot isn't in the manager...04:17
blast007cuz I'd think that would mean that packet loss of a shot message could result in being unable to spawn if you shoot yourself04:18
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blast007or even just out of order packet reception, since MsgFireShot is UDP and MsgKilled is TCP.04:36
blast007I think this check is just entirely unnecessary: https://github.com/BZFlag-Dev/bzflag/blob/master/src/bzfs/bzfs.cxx#L5036-L503805:11
blast007first, the check should have been "killer == t && !ShotManager.IsValidShotID(shot)"05:12
blast007So let's assume the check was done that way.  If the MsgFireShot from the client to the server gets lost or hasn't arrived yet, that check would fail and the client would think the player is still alive.05:13
blast007the server would think the player is still alive, I mean05:18
blast007also, if MsgFireShot is delayed just a bit, I think could cause the shot to show up on other clients and not be ended, since when they received MsgKilled it wasn't in their shot list yet.  though that's probably not a new issue.05:22
blast007Juest: what operating system are you getting the high jitter on?  Here with Debian on a local server (client and server), I'm getting 1ms jitter, and to my public server it's 3ms.05:28
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blast007ah, getting 55 to 80 ms jitter on Windows to a server on the same host12:34
blast007and to local/remote servers on linux.   The client on my macos doesn't seem to have issues with the jitter.12:38
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Juestblast007: both windows and linux15:34
Juesti tested with a local server15:34
Juesthmmmm15:34
blast007I did narrow it down to a specific commit.15:47
blast007https://github.com/BZFlag-Dev/bzflag/commit/aa19b4eb0b064bc8e83b47337916d5caedd0bcac  "refactor TimeKeeper to use std::chrono"15:48
blast007when I revert that for just the client, the high jitter goes away even when I'm connecting to a server that still has that change15:49
BZNotifybzflag: blast007 labeled issue #338 "High jitter reported" as bug (2.6 Release - https://github.com/BZFlag-Dev/bzflag/issues/338)15:51
BZNotifybzflag: blast007 milestoned issue #338 (2.6 Release - )15:51
BZNotifybzflag: blast007 opened issue #338 (2.6 Release - )15:51
Juestnice15:55
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SpringTankI wonder if it's effecting the order in which its interpreting packets? I don't see where in the code it would do that though.20:21
blast007I don't recall how we even calculate jitter20:51

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