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Lag during Load and Save Multiplayer Game #4284

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DorpsGek opened this issue Dec 1, 2010 · 10 comments
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Lag during Load and Save Multiplayer Game #4284

DorpsGek opened this issue Dec 1, 2010 · 10 comments
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flyspray This issue is imported from FlySpray (https://bugs.openttd.org/)

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@DorpsGek
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DorpsGek commented Dec 1, 2010

dkarn opened the ticket and wrote:

Test on r21365 with this configuration :

map = 2048*2048
city = high
industry = high
without GRF

This problem is the same between lan and internet.
You can use the .sav join to this note as a server.
If you connect with an other client, you have this message on a pop up (LoadGameLag.jpeg)
"Possible connection loss"
"The last x second no data has arrived from the server"
During a game, when the server is saving the game, the same pop up appear (SaveGameLag.jpeg).

But with a lot of Trains/Vehicle/Ship/Airplane/Station/Company and with GRF the lag can be higher than 10 sec and client is automatically disconnect.

Thanks.

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Reported version: trunk
Operating system: All


This issue was imported from FlySpray: https://bugs.openttd.org/task/4284
@DorpsGek
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DorpsGek commented Dec 1, 2010

SmatZ wrote:

You can try this patch as workaround, it's a bit hacky. However it would be nice to know if it causes crashes or desyncs :)
http://devs.openttd.org/~smatz/save.diff
Both client and server should be patched.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9189

@DorpsGek
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DorpsGek commented Dec 1, 2010

dkarn wrote:

Thanks a lot, i will try your patch.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9190

@DorpsGek
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DorpsGek commented Dec 1, 2010

Rubidium wrote:

If it already takes (way) more than 10 seconds on the server, then e.g. an autosave on the client would disconnect the client as well (from the server's point of view that is). So basically the server is too slow to handle that savegame.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9191

@DorpsGek
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DorpsGek commented Dec 1, 2010

XaTriX wrote:

Test in progress on our server(s).


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9192

@DorpsGek
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DorpsGek commented Dec 1, 2010

XaTriX wrote:

We're experimenting some desynchros in game, not at the autosave (quartly), ahem :p.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9193

@DorpsGek
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DorpsGek commented Dec 1, 2010

Rubidium wrote:

The desyncs might be noticed way after the actual desync occurs, e.g. there are cases where it took more than 20 game years before the desync finally showed itself.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9194

@DorpsGek
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DorpsGek commented Dec 1, 2010

XaTriX wrote:

Crashed.

./openttd(_ZN30ServerNetworkGameSocketHandler7SendMapEv+0x1d8)
"network_server.cpp" --> "NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9195

@DorpsGek
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DorpsGek commented Dec 2, 2010

SmatZ wrote:

Can you send more information about the crash please? crash.log would be useful, if it contains backtrace


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9197

@DorpsGek
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DorpsGek commented Dec 2, 2010

SmatZ wrote:

Ok, the patch is officially broken. Try setting
savegame_format = lzma:0
in openttd.cfg instead. It will use fastest lzma compression, at the cost of bigger savegames. If it doesn't help, try "savegame_format = lzo".


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284#comment9206

@DorpsGek
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DorpsGek commented Dec 5, 2010

Rubidium closed the ticket.

Reason for closing: Fixed

In r21399/r21400


This comment was imported from FlySpray: https://bugs.openttd.org/task/4284

@DorpsGek DorpsGek closed this as completed Dec 5, 2010
@DorpsGek DorpsGek added Core flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) labels Apr 7, 2018
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