MantisBT - Zandronum
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0003787Zandronum[All Projects] Bugpublic2020-05-05 23:182020-07-14 11:04
mifu 
 
highmajorrandom
newopen 
MicrosoftWindowsXP/Vista/7
3.1-beta 
 
0003787: Delays in certain player actions online (delay in weapon firing, opening doors, pressing switches)
Players have reported in some delays in some player actions when playing with the 3.1 alpha build.

These actions include (but possibly more):
- Opening doors (the door opens 300ms later after pressing the use key)
- Delay in firing weapons
- Delay in switch activation once a switch is pressed
- Slight delay in jumps

It seems to occur at random and players will have different symptoms. For example Zakken who originally reported the issue athttps://zandronum.com/forum/viewtopic.php?f=55&t=9937#p115762 [^] has advised that he is getting delays on any kind of player action. This also happens on a LAN server for him where he gets 0 ping

As for me, I seem to get only a delay when firing the plasma rifle while playing online. It will take atleast a second to fire it.
Hard to reproduce as some players will get this, others will get mild symptoms and others wont get this at all.
Edward-San advised its possible that CPU usage could be spiking up causing these delays. I will be monitoring TSPG's CPU usage for a bit to see if there is any issues with this.
No tags attached.
png marc_qcdetestwads.png (17,567) 2020-05-24 17:33
https://zandronum.com/tracker/file_download.php?file_id=2598&type=bug
png
Issue History
2020-05-05 23:18mifuNew Issue
2020-05-07 00:48EnsaladaDeTomateNote Added: 0021324
2020-05-07 00:50EnsaladaDeTomateNote Edited: 0021324bug_revision_view_page.php?bugnote_id=21324#r13088
2020-05-07 17:22lordtestesNote Added: 0021326
2020-05-07 22:29Edward-sanNote Added: 0021329
2020-05-10 19:50Edward-sanNote Added: 0021332
2020-05-10 19:50Edward-sanStatusnew => feedback
2020-05-10 22:32EnsaladaDeTomateNote Added: 0021333
2020-05-11 06:16Torr SamahoNote Added: 0021334
2020-05-13 04:24CyberNote Added: 0021336
2020-05-24 17:33MarcaekFile Added: marc_qcdetestwads.png
2020-05-24 17:35MarcaekNote Added: 0021343
2020-05-24 19:30Torr SamahoNote Added: 0021344
2020-06-03 01:12CutmanNote Added: 0021348
2020-06-10 20:39MarcaekNote Added: 0021462
2020-06-10 20:40MarcaekNote Edited: 0021462bug_revision_view_page.php?bugnote_id=21462#r13211
2020-06-21 19:23Torr SamahoNote Added: 0021469
2020-07-11 00:30CutmanNote Added: 0021492
2020-07-12 19:57Torr SamahoNote Added: 0021500
2020-07-12 22:42mifuNote Added: 0021501
2020-07-12 22:42mifuStatusfeedback => new
2020-07-12 23:38mifuNote Edited: 0021501bug_revision_view_page.php?bugnote_id=21501#r13246
2020-07-14 10:33CutmanNote Added: 0021503
2020-07-14 10:34CutmanNote Edited: 0021503bug_revision_view_page.php?bugnote_id=21503#r13248
2020-07-14 11:04mifuNote Added: 0021504

Notes
(0021324)
EnsaladaDeTomate   
2020-05-07 00:48   
(edited on: 2020-05-07 00:50)
Can confirm that this happens at random. IDK if this is related to this issue, but I remember playing normally on a server, then after pressing the jump button, i was stuck in mid-air with the "connection interrupted" message, i couldnt move or do anything but chat normally (such thing lasted for a minute or more, cant remember correctly)

(0021326)
lordtestes   
2020-05-07 17:22   
When hosting a server through TSPG and selecting the Zandronum 3.1 build, I noticed some performance issues as well. This came in the form of delayed actions and lack of smoothness, which didn't happen to me in Zandronum 3.0. I noticed upon hosting a server that I wasn't able to join at first, and was required to have Brutal Doom. I'm not sure if Zandronum 3.1 uses Brutal Doom as a resource or not, but I know that it causes excessive load through servers/personal computers. I hope this helps!
(0021329)
Edward-san   
2020-05-07 22:29   
If you can reproduce this consistently on a local LAN server, the only thing I can suggest is to build and bisect the changes between 3.0 and 3.1 and see which change regressed.
(0021332)
Edward-san   
2020-05-10 19:50   
Just to be sure: these problems didn't happen in previous betas, like inhttps://zandronum.com/forum/viewtopic.php?f=55&t=9340 [^] , did they?
(0021333)
EnsaladaDeTomate   
2020-05-10 22:32   
I played a lot 180901-1533 and it didnt had such issues
(0021334)
Torr Samaho   
2020-05-11 06:16   
Quote from Edward-san

the only thing I can suggest is to build and bisect the changes between 3.0 and 3.1 and see which change regressed.

One thing to keep in mind is that some servers don't run "true" 3.0, but 3.0 with some backports from 3.1. So when comparing the behavior of 3.0 to 3.1, make sure to use a "true" 3.0 for testing.
(0021336)
Cyber   
2020-05-13 04:24   
Tested in JMX server using 3.1 Follow the steps below and this should reproduce the delay bug.
During this test I was in OpenGL.

Start in windowed mode. Let the game load in on a server.
Join game, then alt enter into Fullscreen mode.
At this point your shots should be more delayed than normal. I've tested it the reverse way and I've had something similar except I'd have "connection interrupted", and yet my messages would show to the other players with no problems.
(0021343)
Marcaek   
2020-05-24 17:35   
https://www.dropbox.com/s/elm81mwvwfmezht/Zandronum_05.05.2020_23.54.39.cld?dl=1 [^]

https://www.dropbox.com/s/rdnz7vyei7e972x/Zandronum_06.05.2020_22.53.40.cld?dl=1 [^]

https://www.dropbox.com/s/vgo2n0ledo2y0jw/marc_qcdetestwads.png [^]

A pair of QC:DE games using 3.1-alpha-r200501-1847 with reported delays.
(0021344)
Torr Samaho   
2020-05-24 19:30   
Can you check if setting "sv_useticbuffer 0" on the server fixes the issues?
(0021348)
Cutman   
2020-06-03 01:12   
I definitely am noticing some big difference in delays between versions. I don't have any vanilla Doom footage yet unfortunately (hard to notice on my end) but one of the 8BDM players came up with this gif using the same map and conditions on TSPG (vanilla 8bdm):https://i.imgur.com/BGxn1iE.gif [^]

Setting "sv_useticbuffer 0" DID fix the issue for this person, on both a TSPG server and a server of their own.
(0021462)
Marcaek   
2020-06-10 20:39   
(edited on: 2020-06-10 20:40)
Push demos using 3.0 and 3.1:

https://www.dropbox.com/s/k09ikq0u2f5em0c/Zandronum_25.05.2020_00.50.47.cld?dl=1 [^]

https://www.dropbox.com/s/k8j5ton58uj622s/Zandronum_25.05.2020_01.22.28.cld?dl=1 [^]

Required WADS:https://www.dropbox.com/s/qof122lmucanros/pushwads.png [^]

Related: I'm thinking the tracker should have some kind of upload space for demos tbh.

(0021469)
Torr Samaho   
2020-06-21 19:23   
So looks like we need to investigate the movement regulator used by the tic buffer, but for this we need "field data".

Can you apply the following patch to the server (clients need no changes)

https://bitbucket.org/zandronum/zandronum-sandbox-stable/commits/84867c708c9a69a61a3d595659eca11413ed26c2 [^]

start the server with "+sv_logticbufferdebuginfo 1" and send the resulting ticbufferdebuglog.txt the server should write? Note that this will create the file ticbufferdebuglog.txt in the server's working directory. So don't activate this on multiple server sharing the same working dir. If the output name needs to be configurable, let me know.
(0021492)
Cutman   
2020-07-11 00:30   
I still don't know how to make executables for these things. Since there's been no update for ages, could someone provide one for me?

Also do you think it's worth making a discord server or something for those who have time to developing/testing Zandronum builds and patches? It seems like progress is always at a standstill when things like this need to bested. I'm sure it would be nice to be able to grab a group of people to try things out quickly. I have a couple of people who I can grab to test things with but I don't always know what needs doing.
(0021500)
Torr Samaho   
2020-07-12 19:57   
Quote from Cutman
I still don't know how to make executables for these things. Since there's been no update for ages, could someone provide one for me?

For which OS do you need binaries? Unless it's Windows, it would be simpler if I show you how to compile them yourself.

Quote from Cutman

Also do you think it's worth making a discord server or something for those who have time to developing/testing Zandronum builds and patches? It seems like progress is always at a standstill when things like this need to bested. I'm sure it would be nice to be able to grab a group of people to try things out quickly. I have a couple of people who I can grab to test things with but I don't always know what needs doing.

Anything that increases the amount of testing is highly welcome.
(0021501)
mifu   
2020-07-12 22:42   
(edited on: 2020-07-12 23:38)
TSPG should have that particular build as a test build so you can host a server with now with that change.

The issue is getting people to test. People have been unwilling. If you need some people the TSPG has a channel dedicated to bugs/issues in general #tspg-bug-reports and two of the zandro devs are in there. Highly suggest you use that instead of creating a new discord.

EDIT: On that note, Torr when are YOU going to finally come online in discord?
Would be awesome if you were visible there too.

(0021503)
Cutman   
2020-07-14 10:33   
(edited on: 2020-07-14 10:34)
Sorry should have specified, I'm on Windows. Also mifu, since this test poops out a .txt file I won't be able to access it using TSPG, so it would be easier for me to be able to grab my own executables.

Would be handy to have you around for live testing Torr, even if you just tell us what to do and we feed you back results. It's a lot faster than waiting on random users on the tracker for important issues.

(0021504)
mifu   
2020-07-14 11:04   
I or one of the devs of tspg can extract the file upon request