VPS is said to have 1Gb/s port, it's hard to say where speed is limited.Oberlus wrote: ↑Wed Feb 12, 2020 5:57 pm Yesterday, at the end of the game, my connection to the server became very slow. Three minutes downloading the game state at 35 KB/s, while I was use to 3-4 seconds the turn before it started. Other players (L29Ah, Hyperant, swaq) didn't have the same problem.
I checked that I could download stuff at 8 MB/s from other sources, yet the download speed from freeorion server stuck to 35 KB/s.
Now I've downloaded the default directory from freeorion-test.dedyn.io and it was also 35 KB/s. I wonder if that is related to my slow download speed from game server while playing. During the file download I made a speed test and again my download speed was 8 MB/s, and the file download speed was not affected during the speed test.
So I also wonder is it is something to do with the server restricting badwidth towards my IP? Or maybe my Comodo firewall could be doing something strange here? I have no clue.
Multiplayer slow game server
Moderator: Oberlus
Re: Multiplayer slow game server
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Re: Multiplayer slow game server
The server updated to 2020-03-30.025f545 version.
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Re: Multiplayer slow game server
Server cookies are not saved any more?
Each time I connect to server I have to get a new OTP.
Regardless of the annoyance for the player, that's a real problem for the email quota: sooner or later we won't be able to connect!
Each time I connect to server I have to get a new OTP.
Regardless of the annoyance for the player, that's a real problem for the email quota: sooner or later we won't be able to connect!
Re: Multiplayer slow game server
I suppose it related to issue https://github.com/freeorion/freeorion/issues/2815
Should we postpone game until it will be fixed or return to 0.4.9?
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Re: Multiplayer slow game server
I am really eager to play a multiplayer game again, but I think it is better to postpone it, because the game will take maybe 2 months to complete and we already have several new features that would be great to test and enjoy during the game (Arc Disruptor, UI stuff...) and probably more bugs to catch.
As a temporary workaround, during the test game and while we wait for fixes of current bugs, we could trust each other and disable OTP passwords for login?
Re: Multiplayer slow game server
The server was updated to 2020-04-14.60fb514 weekly test build.
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Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
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Re: Multiplayer slow game server
The server was updated to weekly test build 2020-04-20.b2112fe.
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
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Re: Multiplayer slow game server
Thread for the next game is open: https://freeorion.org/forum/viewtopic.php?f=2&t=11645
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Re: Multiplayer slow game server
Hi, for the next game would you consider testing a different number of bouts with balance-scaling? The necessary game rules have been added to master.
Four bouts are a good value I intend to add combat ranges to 0.5 (long-range, short-range and close-range) and the fourth bout is important because that would be the only bout where you could hit back on hidden ships which only have close-range weapons.
The scaling factors are for keeping the balance and for adding design space for multi-shot weapons while keeping integer values.
9-3-1-1 (9 bouts, 3*structure, current weapon-damage, current fighter-damage) would be interesting for looking at what happens at a huge number of bouts, but probably the combat log gets too long. Hidden close-range ships would be probably attacked in the last two of that nine bouts (which could be ok if stealth gets lowered a bit for the next turn). For 8-8-3-3 i would imagine two long range, two short range and four close range bouts so hidden close-range ships get to be shot at in 3 of the 8 bouts (which sounds well). With that many bouts, fighter launch is taking a much smaller toll and spare hangars are a really good thing.
TLDR; i would be very happy if you could agree on a different number of bouts than three for the next game i hope i can join
The 4-8-6-6 is a setup which came out of discussion with Oberlus (4 bouts, 8*structure, 6*weapon-damage,6*fighter-damage) . This came out of long discussions with Oberlus.
Four bouts are a good value I intend to add combat ranges to 0.5 (long-range, short-range and close-range) and the fourth bout is important because that would be the only bout where you could hit back on hidden ships which only have close-range weapons.
The scaling factors are for keeping the balance and for adding design space for multi-shot weapons while keeping integer values.
9-3-1-1 (9 bouts, 3*structure, current weapon-damage, current fighter-damage) would be interesting for looking at what happens at a huge number of bouts, but probably the combat log gets too long. Hidden close-range ships would be probably attacked in the last two of that nine bouts (which could be ok if stealth gets lowered a bit for the next turn). For 8-8-3-3 i would imagine two long range, two short range and four close range bouts so hidden close-range ships get to be shot at in 3 of the 8 bouts (which sounds well). With that many bouts, fighter launch is taking a much smaller toll and spare hangars are a really good thing.
TLDR; i would be very happy if you could agree on a different number of bouts than three for the next game i hope i can join
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Multiplayer slow game server
I think it possible. So do I need only to change some game rules values?
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Re: Multiplayer slow game server
Yes three rule values (structure, weapon damage, fighter damage) under balance, and number of bouts is somewhere in the main settings (for single player at least).
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Multiplayer slow game server
The server was updated to 0.4.10 release.
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
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Re: Multiplayer slow game server
It is the same code. Should be fine.
But i have currently (turn53) troubles with ship designs: Issue 3121
But i have currently (turn53) troubles with ship designs: Issue 3121
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Multiplayer slow game server
The official release is always the same build as the last release candidate. Our approach is to declare the release candidate we are finally satisfied with the official release.
Hence the same build number for RC1 and 0.4.10 stable release.