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IDProjectCategoryView StatusDate SubmittedLast Update
0003787Zandronum[All Projects] Bugpublic2020-05-05 23:182022-02-24 05:09
Reportermifu 
Assigned To 
PriorityhighSeveritymajorReproducibilityrandom
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.1-beta 
Target VersionFixed in Version3.1 
Summary0003787: Delays in certain player actions online (delay in weapon firing, opening doors, pressing switches)
DescriptionPlayers 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 at'https://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.
Steps To ReproduceHard to reproduce as some players will get this, others will get mild symptoms and others wont get this at all.
Additional InformationEdward-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.
Attached Filespng file icon marc_qcdetestwads.png [^] (17,567 bytes) 2020-05-24 17:33


txt file icon ticbufferdebuglog.c8017e10c1ab636c91feae75700a8c5e.txt [^] (995,328 bytes) 2020-09-06 08:09

- Relationships

-  Notes
User avatar (0021324)
EnsaladaDeTomate (reporter)
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)

User avatar (0021326)
lordtestes (reporter)
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!
User avatar (0021329)
Edward-san (developer)
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.
User avatar (0021332)
Edward-san (developer)
2020-05-10 19:50

Just to be sure: these problems didn't happen in previous betas, like in'https://zandronum.com/forum/viewtopic.php?f=55&t=9340 [^]' , did they?
User avatar (0021333)
EnsaladaDeTomate (reporter)
2020-05-10 22:32

I played a lot 180901-1533 and it didnt had such issues
User avatar (0021334)
Torr Samaho (administrator)
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.
User avatar (0021336)
Cyber (reporter)
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.
User avatar (0021343)
Marcaek (reporter)
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.
User avatar (0021344)
Torr Samaho (administrator)
2020-05-24 19:30

Can you check if setting "sv_useticbuffer 0" on the server fixes the issues?
User avatar (0021348)
Cutman (reporter)
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.
User avatar (0021462)
Marcaek (reporter)
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.

User avatar (0021469)
Torr Samaho (administrator)
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.
User avatar (0021492)
Cutman (reporter)
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.
User avatar (0021500)
Torr Samaho (administrator)
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.
User avatar (0021501)
mifu (reporter)
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.

User avatar (0021503)
Cutman (reporter)
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.

User avatar (0021504)
mifu (reporter)
2020-07-14 11:04

I or one of the devs of tspg can extract the file upon request
User avatar (0021505)
DrinkyBird (developer)
2020-07-15 21:37
edited on: 2020-07-15 21:37

On TSPG the log can be acquired from https://static.allfearthesentinel.net/crash/ticbufferdebuglog.<usid>.txt where <usid> is your server's USID as displayed on the Server Info page

User avatar (0021506)
Cutman (reporter)
2020-07-16 19:58
edited on: 2020-07-16 19:59

'https://static.allfearthesentinel.net/crash/ticbufferdebuglog.0aead7a6fe596df6d220a92f06dc694c.txt [^]' here it is

Played with a partner, ran around shooting and trying out weapons and inventory items.

User avatar (0021507)
Torr Samaho (administrator)
2020-07-19 19:20

Quote from Cutman

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.

Do you still need Windows binaries? Looks like you use TSPG for the logging now.

Quote from Cutman

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.

We could try to organize a live testing session, but right now I just need debug logs created with "+sv_logticbufferdebuginfo 1" that were recorded while the problematic delays are happening. So, the only task I can give you right now is play to reproduce the delays while recording the extra debug info.

Quote from Cutman

'https://static.allfearthesentinel.net/crash/ticbufferdebuglog.0aead7a6fe596df6d220a92f06dc694c.txt [^]' [^] here it is

Played with a partner, ran around shooting and trying out weapons and inventory items.

Thanks! Did you perceive any problematic delays while testing? According to the logs, "player 0" was sometimes delayed by 4 instead of 2 tics, but that's the only suspicious thing I see in the log.
User avatar (0021509)
Cutman (reporter)
2020-07-22 00:45
edited on: 2020-07-22 00:46

The delay was most noticeable when using inventory items. One in particular fires out a projectile, and it would fire at an angle and pitch of where we were aiming almost a full second ago.

I'm up for doing more testing but it's tricky to tell what's delayed and what is just normal lag. Do you just need more random sample games? Should we be playing vanilla doom2 or mods with tons of functions being called?

Edit: Oh and I don't need the binaries now since we can get the logs from TSPG

User avatar (0021511)
Torr Samaho (administrator)
2020-07-22 19:44

Quote from Cutman

The delay was most noticeable when using inventory items. One in particular fires out a projectile, and it would fire at an angle and pitch of where we were aiming almost a full second ago.

Hmm, the log you linked would only explain an additional delay of 4 tics, i.e. about 4/35 seconds. Nothing close to a full second delay.

Quote from Cutman
Do you just need more random sample games?

Yes, you can play whatever you like. I just need logs recorded while the unusual delays happen.
User avatar (0021531)
Torr Samaho (administrator)
2020-08-30 19:14

Did anybody have a chance to create more logs yet? Unfortunately, I don't see any way to fix this without additional data.
User avatar (0021532)
mifu (reporter)
2020-08-31 08:51

Not yet it seems. I think everyone has been busy or are simply not willing to test. I have been trying to get a game started to test this but it seems its hard to get willing people to test out 3.1. I know Cutman has been busy also.

I'd like to remind you that you guys (the devs) have access to use tspg to throw up a test server any time to test stuff out like this if no one else is providing the data you need. Our technical staff can also provide you with the files.

I would strongly suggest doing this if we cant get any games started.
User avatar (0021535)
EpicTyphlosion (reporter)
2020-09-06 08:10

'Righty then. Since nobody has brought any data up in almost two months, allow me to be of assistance.

I just finished a roughly hour-long deathmatch with a few people from the TSPG Discord server. This was done from maps 1 thru 7 of DWANGO5. All the flags were kept similar to how they were in ZCA matches (save for the monsters and regen invincibility, the former being changed on map 3). I also made sure to use the SSG most of the time, which seemed to be causing lots of other trouble as far as dropped shots go. In total, this is roughly an hour's worth of data.

'https://static.allfearthesentinel.net/crash/ticbufferdebuglog.c8017e10c1ab636c91feae75700a8c5e.txt [^]'

I'm leaving the server up, so I've attached the text file as it was just after I left the server.

Finally, here's a link to the demo if anyone wants to take a look (was to big for me to attach it).

'https://www.dropbox.com/s/ag57thmjtq6qlj6/2020.09.05_23.55.26_doom2.dwango5.cld?dl=0 [^]'
User avatar (0021543)
EpicTyphlosion (reporter)
2020-09-27 20:54

Um, do I have to host another experimental deathmatch or something? I would've expected a response by now.
User avatar (0021547)
Torr Samaho (administrator)
2020-10-04 19:31

Sorry for the late response and thanks for your logs! These show some problems with the movement regulator (it's definitely too strict in its current form), we need to take care of before further testing is needed.
User avatar (0021691)
Kaminsky (developer)
2021-08-08 12:05
edited on: 2021-08-08 12:07

Update: the movement regulator was removed from 3.1 a few months ago, as it was virtually impossible to improve it so that the artificial delays wouldn't become a problem for the clients.

It has now been replaced with the skip correction, which has the same goal as the movement regulator (smooths the movement of lagging players) but doesn't add delays. It still needs to be tested thoroughly to make sure it's working properly.


Issue Community Support
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Supporters: Soul EnsaladaDeTomate Cutman EpicTyphlosion mifu Kaminsky
Opponents: Filystea

- Issue History
Date Modified Username Field Change
2020-05-05 23:18 mifu New Issue
2020-05-07 00:48 EnsaladaDeTomate Note Added: 0021324
2020-05-07 00:50 EnsaladaDeTomate Note Edited: 0021324 View Revisions
2020-05-07 17:22 lordtestes Note Added: 0021326
2020-05-07 22:29 Edward-san Note Added: 0021329
2020-05-10 19:50 Edward-san Note Added: 0021332
2020-05-10 19:50 Edward-san Status new => feedback
2020-05-10 22:32 EnsaladaDeTomate Note Added: 0021333
2020-05-11 06:16 Torr Samaho Note Added: 0021334
2020-05-13 04:24 Cyber Note Added: 0021336
2020-05-24 17:33 Marcaek File Added: marc_qcdetestwads.png
2020-05-24 17:35 Marcaek Note Added: 0021343
2020-05-24 19:30 Torr Samaho Note Added: 0021344
2020-06-03 01:12 Cutman Note Added: 0021348
2020-06-10 20:39 Marcaek Note Added: 0021462
2020-06-10 20:40 Marcaek Note Edited: 0021462 View Revisions
2020-06-21 19:23 Torr Samaho Note Added: 0021469
2020-07-11 00:30 Cutman Note Added: 0021492
2020-07-12 19:57 Torr Samaho Note Added: 0021500
2020-07-12 22:42 mifu Note Added: 0021501
2020-07-12 22:42 mifu Status feedback => new
2020-07-12 23:38 mifu Note Edited: 0021501 View Revisions
2020-07-14 10:33 Cutman Note Added: 0021503
2020-07-14 10:34 Cutman Note Edited: 0021503 View Revisions
2020-07-14 11:04 mifu Note Added: 0021504
2020-07-15 21:37 DrinkyBird Note Added: 0021505
2020-07-15 21:37 DrinkyBird Note Edited: 0021505 View Revisions
2020-07-16 19:58 Cutman Note Added: 0021506
2020-07-16 19:59 Cutman Note Edited: 0021506 View Revisions
2020-07-19 19:20 Torr Samaho Note Added: 0021507
2020-07-22 00:45 Cutman Note Added: 0021509
2020-07-22 00:46 Cutman Note Edited: 0021509 View Revisions
2020-07-22 19:44 Torr Samaho Note Added: 0021511
2020-08-30 19:14 Torr Samaho Note Added: 0021531
2020-08-31 08:51 mifu Note Added: 0021532
2020-09-06 08:09 EpicTyphlosion File Added: ticbufferdebuglog.c8017e10c1ab636c91feae75700a8c5e.txt
2020-09-06 08:10 EpicTyphlosion Note Added: 0021535
2020-09-27 20:54 EpicTyphlosion Note Added: 0021543
2020-10-04 19:31 Torr Samaho Note Added: 0021547
2021-08-08 12:05 Kaminsky Note Added: 0021691
2021-08-08 12:05 Kaminsky Status new => feedback
2021-08-08 12:07 Kaminsky Note Edited: 0021691 View Revisions
2022-02-24 05:09 Kaminsky Status feedback => closed
2022-02-24 05:09 Kaminsky Resolution open => fixed
2022-02-24 05:09 Kaminsky Fixed in Version => 3.1






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