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Posted (edited)

Idk if it can help but sometimes I check with "/showdrop" packets lost.. Appeared I lost some few yesterday, checked and noticed something changed in my registry, then turned those who got changed "PMTUDiscovery" off (on 0) to get my MTU setted manually instead of dynamic and TTL at 128. Now no packets lost.

 

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Tcpip\Parameters

key: EnablePMTUDiscovery-->0

 

 

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Tcpip\Parameters

key: DefaultTTL-->128

Edited by Ann!b@l
  • Like 1
Posted

Idk if it can help but sometimes I check with "/showdrop" packets lost.. Appeared I lost some few yesterday, checked and noticed something changed in my registry, then turned those who got changed "PMTUDiscovery" off (on 0) to get my MTU setted manually instead of dynamic and TTL at 128. Now no packets lost.

 

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Tcpip\Parameters

key: EnablePMTUDiscovery-->0

 

 

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\services\Tcpip\Parameters

key: DefaultTTL-->128

 

Thx, but tried that (and some other tcp/ip settings) already, doesn't make any big difference. I think it's some problem out of my reach i.e server/isp-stuff since it worked fine some time ago with the same settings and same PC. Just looking for some way to track it down. :hmm

Posted (edited)

Seti, your problem sounds exactly the same as i have, but its not only happening in ET, it happens in every online game or when browsing the internet. It seems that around every 30 minutes, my internet connection times out for a minute.

I think its my ISP or the router's configuration, but i have never found a way to solve this problem.

 

So i'm quite excited if anyone knows the solution :)

 

Edit: seti do you use more than one router/modem or a wifi repeater? maybe they interfere with eachother?

Edited by VSSpeedy
Posted (edited)

Edit: seti do you use more than one router/modem or a wifi repeater? maybe they interfere with eachother?

 

No just one router (modem integrated) with 2 or 3 W-Lan clients. I don't think the W-Lan connection causes this, the overall performance of my connection started to get worse when I was still on a wired connection and the only client. Just switched to wireless because I'm sharing now with my neighbour and the router had to be placed somewhere else. I don't have disconnects or other strange things when just browsing, only when gaming (mostly ET) and the weird timeouts on Jay2. This doesn't happen on other servers.

 

I had the same problem as you describe when I upgraded my bandwidth about 2 years ago, it happened to be my router and never had it again with a new one.

Edited by S3ti
Posted

Tested a tracking with Wireshark S3t? I use it and it's a good tool. Might give you more infos..

  • Administrators
Posted

Problem on Jay2 is still present, getting full packet loss every ~10 minutes. Lasts about 5-10 minutes and then I can reconnect. Started WinMTR right after lagometer went full yellow in the upper line.

Idk, something is just not right with my connection... :unsure:

 

Thanks for the report. Submitted ticket to Choopa. They replied: 

 

 

 

We are working with our peers to correct this. 

 

Mike Wolfman

Systems Admin

  • Like 1
Posted (edited)

Tested a tracking with Wireshark S3t? I use it and it's a good tool. Might give you more infos..

 

No not yet, just used it for other stuff sometimes...it's an idea will take a look. If I get that right it's not possible to detect packet loss with UDP protocol, what games generally use. All I can see in the lagometer that at some point packets (i.e. server snapshots) are lost, come too late or aren't processed whatsoever but I don't know where or why it happens or how to find out. Also WinMTR shows problems on some servers so I assume it's something network related.

 

This is how I want it to look permanently (well, except the high ping but it's US server :P)

post-11075-0-71126100-1379681347_thumb.jpg

 

This is how it does usually look. Sometimes the little bastards appear just every one or two minutes, not really noticable without lagometer.

post-11075-0-18568100-1379681411_thumb.jpg

 

But when these big boys appear players warp all over the screen making it really unplayable.

FPS are stable most of the time and the map is smooth, but all players are teleporting.

post-11075-0-03899300-1379681627_thumb.jpg

post-11075-0-72020400-1379681838_thumb.jpg

 

It's really weird and f***ing annoying :mad:

Edited by S3ti
Posted (edited)

If I get that right it's not possible to detect packet loss with UDP protocol, what games generally use. 

http://www.simplecomtools.com/productcart/pc/viewPrd.asp?idproduct=6&idcategory=5 (registering not needed here to dl it: http://udp-test-tool.software.informer.com/)

http://www.tamos.com/products/throughput-test/

http://www.aggsoft.com/com-port-emulator.htm

...

Edited by Ann!b@l
  • Administrators
Posted
root@id11933 [~]# ping 178.7.6.1
PING 178.7.6.1 (178.7.6.1) 56(84) bytes of data.
64 bytes from 178.7.6.1: icmp_seq=1 ttl=53 time=110 ms
64 bytes from 178.7.6.1: icmp_seq=2 ttl=53 time=109 ms
64 bytes from 178.7.6.1: icmp_seq=3 ttl=53 time=109 ms
64 bytes from 178.7.6.1: icmp_seq=4 ttl=53 time=110 ms
64 bytes from 178.7.6.1: icmp_seq=5 ttl=53 time=110 ms
64 bytes from 178.7.6.1: icmp_seq=6 ttl=53 time=111 ms
64 bytes from 178.7.6.1: icmp_seq=7 ttl=53 time=110 ms
64 bytes from 178.7.6.1: icmp_seq=8 ttl=53 time=110 ms

s3ti can you please retry again?

Posted (edited)
s3ti can you please retry again?

Seems to be ok now, played about 30 min without timeouts. Will keep whining if it happens again. thx ;)

|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| easy.box - 0 | 1275 | 1275 | 1 | 2 | 45 | 2 |
| dslb-092-074-152-001.pools.arcor-ip.net - 0 | 1275 | 1275 | 17 | 19 | 46 | 19 |
| 92.79.246.1 - 0 | 1275 | 1275 | 18 | 23 | 88 | 20 |
| 92.79.215.161 - 0 | 1275 | 1275 | 18 | 22 | 54 | 21 |
| 85.205.25.118 - 0 | 1275 | 1275 | 44 | 49 | 119 | 48 |
| xe-0-3-0.cr1.lhr1.uk.nlayer.net - 2 | 1245 | 1225 | 44 | 48 | 333 | 48 |
| ae2-70g.cr1.lhr1.uk.nlayer.net - 1 | 1269 | 1265 | 45 | 48 | 115 | 47 |
| ae0-40g.cr1.lhr2.uk.nlayer.net - 0 | 1275 | 1275 | 46 | 50 | 138 | 49 |
| xe-1-2-1.cr1.nyc3.us.nlayer.net - 0 | 1275 | 1275 | 114 | 118 | 178 | 115 |
| ae1-50g.ar1.nyc3.us.nlayer.net - 0 | 1275 | 1275 | 116 | 119 | 149 | 126 |
| as20473.ae7.ar1.nyc3.us.nlayer.net - 0 | 1275 | 1275 | 115 | 120 | 153 | 126 |
|ethernet1-2-2-c1-16-b2-1.pnj1.choopa.net - 0 | 1275 | 1275 | 115 | 117 | 149 | 117 |
| jay2.clan-fa.com - 0 | 1275 | 1275 | 115 | 117 | 140 | 116 |
|________________________________________________|______|______|______|______|______|______|
WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider

Will have a look thx. From what I've read so far, UDP protocol sends packets one way without timestamps and there are no acknowledgement packets sent back like in TCP, seems to make sense that detecting lost packets at the UDP layer isn't possible. Maybe another story with ET packets since they should have some sort of timestamps.

 

It would be nice to find a way to see if the packets arrive at my PC and are dropped because of whatever, or if they don't arrive at all in the first place :hmm

Edited by S3ti
  • Like 1
  • Administrators
Posted

I will keep passing on whine to Choopa team :D hehe 

 

Glad to see it's fixed!

  • Like 1
Posted (edited)

Don't panic, Jay2 is still fine :P

 

But regarding the yellow spikes, I went digging a little bit. It seems that the problem (yellow lagometer / warping players) is caused by fragmented packets produced by the server. It is definitely related to the amount of players on the server, can't see any other relation since it happens on every server. I didn't exactly count player numbers but it's pretty obvious however and it doesn't happen that extreme with an average amount up to ~20 players.

 

Just as example, this is what I get on Jay1 with ~42 players very often (at least every 5-10 seconds):

 

ET + showpackets 1

post-11075-0-74176700-1379852434_thumb.jpg

 

Additionally I had wireshark running, showing only UDP packets sent from the ET server to my client.

 

This is fine and everything is playing smooth.

post-11075-0-47499300-1379852903_thumb.png

 

The big yellow spikes happen when a few fragmented packets arrive in a row like here.

post-11075-0-57166900-1379853091_thumb.png

The largest packet size here what arrives at my PC is 1350 bytes, everything above arrives fragmented. The smaller ones following the 1350 byte packets have the same sequence number so it's meant to be only one packet. The largest packet here has 1845 bytes (1350+494) what exceeds even the highest possible MTU settings.

 

I don't know how ET handles this but my thoughts are (if one snapshot = one packet, else I'm writing bs :crazy ):

- One snap per 50ms

- 20 snaps per 1000ms

- If 6 packets get fragmented, there are 26 packets to be processed in 1000ms. So 6 fragments get dropped because there is probably already a packet with a higher sequence number available (arrived during the processing of the first fragment). Packets with lower sequence numbers (the 2nd fragment) still waiting to be processed are skipped and that warps players to the new positions.

 

Also ET's maximum packet size seems to be 1400 bytes, everything larger is fragmented.

http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking

Bani about ETTV, but still applicable I think:

http://bani.anime.net/banimod/forums/viewtopic.php?t=6195&postdays=0&postorder=asc&start=0&sid=5c79f5f1fb5d0bee6a29af72dcd53ecd

 

Conclusion: All packets arrive at my PC, but partially fragmented + it has to happen to everyone who gets fragmented packets from the server, I don't think the server sends only fragmented packets to me.

Edited by S3ti
  • Administrators
Posted

What's u rate setting on jaymod?

Posted (edited)

What's u rate setting on jaymod?

 

50000, though I don't notice any difference onwards from ~35000. Hmm I remember a while ago I whined about the same problem for Jay3 and I thought it's some specific server problem, you raised the maxrate to 90000 iirc. Didn't make a huge difference if any (50000->90000 that is).

 

Don't you (or anyone else) get this much yellow crap or many fragmented packets? What's the maximum packet size you receive from the server when it's crowded? I find it weird that other players seem to have no problems or don't notice that. Perhaps someone who is used to jumping framerates from 5 to 80, ping 200-300 and lagometer 0 doesn't notice it but I perceive it unplayable at some point :o

Edited by S3ti
  • Clan Friend
Posted

ET fragments anything bigger than 1300, as you can see yourself from your screenshot with /showpackets 1

 

I got some fragments too, I connected to recruiting server to test it, but I guess it depends on the map and how many players and entities can be visible together.

 

 

 

client send   32 : s=12878 ack=3182
client recv  836 : s=3183
client send   31 : s=12879 ack=3183
client recv 1308 : s=3184 fragment=0,1300
client send   32 : s=12880 ack=3183
client send   32 : s=12881 ack=3183
client recv  373 : s=3184 fragment=1300,365
client send   32 : s=12882 ack=3184
client send   32 : s=12883 ack=3184
client send   31 : s=12884 ack=3184
client recv 1128 : s=3185
client send   32 : s=12885 ack=3185
client send   31 : s=12886 ack=3185
client recv 1166 : s=3186
client send   31 : s=12887 ack=3186
client recv 1177 : s=3187
client send   32 : s=12888 ack=3187

 

 

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