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The multiplayer megapacket Last month I joined as a player.
I noticed that after we reached a certain number of players, every few minutes a bunch of them got dropped.
Luckily for you but unluckily for meI was one of the players who got disconnected every, single.
So I took the matter personally and started looking into the problem.
未就学児向けオンラインゲームのトレーニング 3 weeks of debugging, testing and fixing, the issue is finally fixed, but the journey there was not that easy.
Multiplayer issues are very hard to track down.
Usually they only happen under very specific network conditions, in very specific game conditions in this case having more than 200 players.
Even when you can reproduce the issue it's impossible to properly debug, since placing a breakpoint stops the game, messes up the timers and usually times out https://list-win-slots-promocode.site/4/7478.html connection.
But through some perseverance and thanks to an awesome tool calledI managed to figure out what was happening.
The short version is: Because of a bug and an incomplete implementation of the latency state simulation, a client would sometimes end up in a situation where it would send a network package of about 400 entity selection input actions in one tick 私のPC無料ダウンロードゲーム we called 'the megapacket'.
That quickly becomes a problem when you have 200 clients.
It quickly saturates the server upload, causes packet loss and causes a cascade of re-requested packets.
Delayed input actions then cause more clients to send megapackets, cascading even further.
The lucky clients manage to recover, the others end up being dropped.
The issue was quite fundamental and took 2 weeks.
It's quite technical so I'll explain in juicy technical details below.
But what you need to know is that since Version 0.
I also changed how latency hiding is handled in combat, hopefully making it look a bit smoother.
The multiplayer megapacket - The technical partThe basic way that our multiplayer works is that all clients simulate the game state and they only 私のPC無料ダウンロードゲーム and send the player input called Input Actions.
The server's main responsibility is proxying Input Actions and making sure all clients execute the same actions in the same tick.
This means every player action is only executed once it makes a ゲームルーニー曲サッカー trip though the network.
This would make the game feel really laggy, that's why latency hiding was a mechanism added in the game almost since the introduction of multiplayer.
Latency hiding works by simulating the player input, without considering the actions of other players and without considering the server's arbitrage.
It's simulated deterministically on all clients based on the actions received from the server.
This is sacred and if it's ever 私のPC無料ダウンロードゲーム from the server or any other client, a desync occurs.
On top of the Game State we have the Latency State.
This contains a small subset of the main state.
Latency State is not sacred and it just represents how we think the game state will look like in the future based on the Input Actions the player performed.
To do that, we keep a copy of the Input Actions we make, in a latency queue.
This is repeated every tick.
Hold on to your pants.
This is so when a client has connection problems or computer problemsthey will not slow down the map update for everyone.
Note that Input Actions are read more ignored, they are only delayed.
Every 5 seconds it will negotiate a new latency with the client, if necessary, based on how the connection behaved in the past and the roundtrip latency will be increased and decreased accordingly.
By themselves they are pretty straightforward, but when they happen together which is common when experiencing connection issuesthe code logic starts becoming unwieldy, with a large amount of edge cases.
Furthermore, the server and the latency queue need to properly inject a special Input Action called StopMovementInTheNextTick when the above mechanisms come into play.
This prevents your character from running by himself e.
Now it's time to explain how our entity selection works.
One of the Input Action types we send is entity selection change, which tells everyone what entity each player has their mouse over.
As you can imagine this is by far the most common input action sent by the clients, so it was optimized to use as little space as possible, to save bandwidth.
The way this was done is that each entity selection, instead of saving absolute, high precision map coordinates, it saves a low precision relative offset to the previous selection.
This works well, since a selection is usually very close to the previous selection.
This creates 2 important requirements: Input Actions can never be skipped and the need to be executed in the correct order.
These requirements are met for the Game State.
But, since the purpose of the Latency state is to "look good enough" for the player, these requirements were not met.
The Latency State didn't account for related to tick skipping and roundtrip latency changing.
So you can probably see where this is going.
Finally the issue of the megapacket started to show.
The final problem was that the entity selection logic relied on the Latency State to decide if it should send a selection changed action, but the Latency State was sometimes not holding correct information.
This leads to some action being deleted prematurely or executed in the wrong order, leading to an incorrect Latency State.
Shooting state, walking state, etc also suffered from this problem.
Since it's not allowed to skip any input action, it tells all clients to execute those actions and sends them over the network.
Ironically, the mechanism that was supposed to save some network bandwidth ended up creating massive network packets.
In this end this was solved by fixing all the edge cases of updating and maintaining the latency queue.
While this took quite some time, in the end it was probably worth doing a proper fix instead of some quick hacks.
For instance sending items between different servers, so you can have a 'mining server', which will mine all the iron ore you need, and send it to the 'smelter server' which will smelt it all and pass it further along.
Last year there was an event using the system which 私のPC無料ダウンロードゲーム servers together to reach a combined goal of 60,000 Science per minute.
The great minds and communities behind the last event have come together again to host another Clusterio event:.
The goal this time is to push the limits even further, explore and colonise new nodes as they are generated, and enjoy the challenge of building a mega-factory across multiple servers.
If you are interested in participating in this community event, all the details are listed in theand you can join the Gridlock Cluster.
As always, let us know what you think on our.
I may have been binging Factorio lately.

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Total 15 comments.