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IDProjectCategoryView StatusDate SubmittedLast Update
0002913Zandronum[All Projects] Bugpublic2016-11-10 00:292016-11-13 16:58
ReporterCutman 
Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionnot fixable 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.0-beta 
Target VersionFixed in Version 
Summary0002913: A_Warp is relatively costly on bandwidth
DescriptionA_Warp causes a large amount of latency compared to other functions. The given wad supplies you with a weapon that spawns 8 projectiles around you that follow you around and explode when they come in contact with terrain. This effect can be stacked in order to test what would occur if a number of other players used it.
Steps To Reproduce1) Load the given wad into a LAN server
2) Join the server and give yourself the weapon
3) Use said weapon a number of times equal to the number of players you wish to test using the weapon.
4) Execute the following command in the server console:
sv_measureoutboundtraffic 1; rcon cleartrafficmeasure; wait 350; rcon dumptrafficmeasure;

This command measures the bandwidth of all the active scripts and actors over the course of ten seconds.

The actor "WarpBall" should present an outstanding number of bytes in traffic.
Attached Files? file icon WarperTest.pk3 [^] (760 bytes) 2016-11-10 00:29

- Relationships

-  Notes
User avatar (0016181)
Torr Samaho (administrator)
2016-11-13 09:25

Each A_Warp call that changes the position of an actor needs bandwidth, so continuously changing the position of many actors with A_Warp needs a lot of bandwidth. That's what you see in your example wad and I don't see anything we could do in Zandronum that would significantly change that. The experimental lz4 compression helps a bit (reduces the traffic by about a factor of 2), but that's still a lot of traffic.

To work around the problem you could split the actor in a visible CLIENTSIDEONLY actor that does no damage and an invisible SERVERSIDEONLY actor that handles the damage. They won't be perfectly in sync, but it will be hopefully sufficiently accurate and won't need any bandwidth for the A_Warp calls.
User avatar (0016185)
Cutman (reporter)
2016-11-13 16:41

Yeah I figured as much. We'll play around with clientside/serverside stuff. Thanks!

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- Issue History
Date Modified Username Field Change
2016-11-10 00:29 Cutman New Issue
2016-11-10 00:29 Cutman File Added: WarperTest.pk3
2016-11-13 09:25 Torr Samaho Note Added: 0016181
2016-11-13 09:25 Torr Samaho Status new => feedback
2016-11-13 16:41 Cutman Note Added: 0016185
2016-11-13 16:41 Cutman Status feedback => new
2016-11-13 16:58 Torr Samaho Status new => closed
2016-11-13 16:58 Torr Samaho Resolution open => not fixable






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