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Re: Multiplayer slow game server

Posted: Wed Jan 08, 2020 3:35 pm
by o01eg
The server updated to 2020-01-06.bb7d9d9 version.

Re: Multiplayer slow game server

Posted: Mon Jan 13, 2020 11:29 am
by Oberlus
I'm not getting the email notification about being the last one to play. I've been the last to play my turn two times in the last three turns and I got no email from that. What's wrong here? Anything to do with conceeded empires or something?

Re: Multiplayer slow game server

Posted: Mon Jan 13, 2020 1:00 pm
by o01eg
Oberlus wrote: Mon Jan 13, 2020 11:29 am I'm not getting the email notification about being the last one to play. I've been the last to play my turn two times in the last three turns and I got no email from that. What's wrong here? Anything to do with conceeded empires or something?
Something is wrong at server. It doesn't send last player message at all, I will look it today.

Re: Multiplayer slow game server

Posted: Mon Jan 13, 2020 6:41 pm
by o01eg
Oberlus wrote: Mon Jan 13, 2020 11:29 am I'm not getting the email notification about being the last one to play. I've been the last to play my turn two times in the last three turns and I got no email from that. What's wrong here? Anything to do with conceeded empires or something?
You were last some turns in row so server thinks it already sent you message. I forgot to reset last player each turn which I will fix soon.

What do you think about that?
L29Ah wrote: Sun Jan 12, 2020 8:39 pm I'm pissed about the game forgetting my readiness state when i join the server, but O01eg tells it's better this way and wants confirmations from other players; does anyone else feel the pain?

Re: Multiplayer slow game server

Posted: Mon Jan 13, 2020 7:10 pm
by Oberlus
o01eg wrote: Mon Jan 13, 2020 6:41 pmWhat do you think about that?
L29Ah wrote: Sun Jan 12, 2020 8:39 pmI'm pissed about the game forgetting my readiness state when i join the server, but O01eg tells it's better this way and wants confirmations from other players; does anyone else feel the pain?
As long as we have the popup window to tell us whenever we disconnect without issuing orders, both ways are fine. But I think remembering the state is less annoying. If reconnect to check out stuff but not replaying anything, it's handy not having to press turn again just because. If reconnect because you plan to change your actions, you won't forget to uncheck the turn button (otherwise you can't issue orders). If reconnect to unplay the turn (e.g. because you realise you need to talk more stuff with allies before deciding), you won't forget to uncheck the turn button neither (well, you could, but would be rare).

Re: Multiplayer slow game server

Posted: Tue Jan 14, 2020 7:11 pm
by o01eg
Server updated to 2020-01-13.0b35d98 0.4.9 RC1.
Fixed issue with sending notification to the last player.
Readiness status doesn't drop on login.

Re: Multiplayer slow game server

Posted: Thu Jan 16, 2020 5:25 pm
by Oberlus
o01eg wrote: Tue Jan 14, 2020 7:11 pmReadiness status doesn't drop on login.
It does forget readiness status. Tested using latest windows build (RC1).

Re: Multiplayer slow game server

Posted: Thu Jan 16, 2020 5:29 pm
by o01eg
Oberlus wrote: Thu Jan 16, 2020 5:25 pm
o01eg wrote: Tue Jan 14, 2020 7:11 pmReadiness status doesn't drop on login.
It does forget readiness status. Tested using latest windows build (RC1).
It shows button "Turn N" but your status in the Empire windows should remain same.

Re: Multiplayer slow game server

Posted: Thu Jan 23, 2020 10:35 am
by Oberlus
Feature request (for debate):

Button "I need more time".

Players could have a number of tokens to extend turn deadline for a fixed time (+ X hours, +1 turn time).
Tokens could be infinite, a fixed amount, or a small number that (when consumed) regenerates after a few days.
A message in chat window would inform online players of new deadline. Disconnected players gets a xmpp/email notification.

It would eliminate de need for server admin to change config when a player asks for it.

A troll could use this to annoy other players, especially with infinite tokens.
There could be an optional (decided by server admin) "kick player" button that defeats a selected empire if it gets enough kick votes (majority, 2/3?) . Kick sh/could require a cool down time for the effect to take place (some could change mind and revoke kick).

Also, the time extension requested by a player could require that at least one or a percent if other players ratify by pressing their "i need more time" button (whithout consuming their own tokens, if they are used). A multiaccount troll could workaround this, so the kick vote seems good to have.

Multiaccount trolls could make use of the kick votes too to ruin a game. If they are majority to make pass the kick, then it's better to leave that game.

Re: Multiplayer slow game server

Posted: Thu Jan 23, 2020 11:02 am
by L29Ah
Oberlus wrote: Thu Jan 23, 2020 10:35 am Feature request (for debate):

Button "I need more time".

Players could have a number of tokens to extend turn deadline for a fixed time (+ X hours, +1 turn time).
Tokens could be infinite, a fixed amount, or a small number that (when consumed) regenerates after a few days.
A message in chat window would inform online players of new deadline. Disconnected players gets a xmpp/email notification.

It would eliminate de need for server admin to change config when a player asks for it.

A troll could use this to annoy other players, especially with infinite tokens.
There could be an optional (decided by server admin) "kick player" button that defeats a selected empire if it gets enough kick votes (majority, 2/3?) . Kick sh/could require a cool down time for the effect to take place (some could change mind and revoke kick).

Also, the time extension requested by a player could require that at least one or a percent if other players ratify by pressing their "i need more time" button (whithout consuming their own tokens, if they are used). A multiaccount troll could workaround this, so the kick vote seems good to have.

Multiaccount trolls could make use of the kick votes too to ruin a game. If they are majority to make pass the kick, then it's better to leave that game.
"I need more time" to extend the turn for a day sounds good if it would be given for about a week of normal gameplay. If used more frequently, it's bullshit.

No votekicks. Kicks should be used only if a player haven't showed up for the last five turns or smth like that.

Re: Multiplayer slow game server

Posted: Thu Jan 23, 2020 11:20 am
by Oberlus
L29Ah wrote: Thu Jan 23, 2020 11:02 am "I need more time" to extend the turn for a day sounds good if it would be given for about a week of normal gameplay.

No votekicks. Kicks should be used only if a player haven't showed up for the last five turns or smth like that.
Agree.

All that (how many turns of not showing up before allowing kick vote, how frequently can a player use the need time button) should be configurable and tuned to players' interest, under agreement at start of game.

Re: Multiplayer slow game server

Posted: Thu Jan 23, 2020 11:49 am
by o01eg
Oberlus wrote: Thu Jan 23, 2020 10:35 am Feature request (for debate):

Button "I need more time".

Players could have a number of tokens to extend turn deadline for a fixed time (+ X hours, +1 turn time).
Tokens could be infinite, a fixed amount, or a small number that (when consumed) regenerates after a few days.
A message in chat window would inform online players of new deadline. Disconnected players gets a xmpp/email notification.

It would eliminate de need for server admin to change config when a player asks for it.

A troll could use this to annoy other players, especially with infinite tokens.
There could be an optional (decided by server admin) "kick player" button that defeats a selected empire if it gets enough kick votes (majority, 2/3?) . Kick sh/could require a cool down time for the effect to take place (some could change mind and revoke kick).

Also, the time extension requested by a player could require that at least one or a percent if other players ratify by pressing their "i need more time" button (whithout consuming their own tokens, if they are used). A multiaccount troll could workaround this, so the kick vote seems good to have.

Multiaccount trolls could make use of the kick votes too to ruin a game. If they are majority to make pass the kick, then it's better to leave that game.
For timeout I suppose it better to make voting on options like it is implemented in FreeCiv.

Kick is better implement without vote for admins/moderators.

Re: Multiplayer slow game server

Posted: Sun Jan 26, 2020 6:32 pm
by o01eg
The server was updated to 2020-01-26.adf31db 0.4.9 RC2.

Re: Multiplayer slow game server

Posted: Mon Feb 10, 2020 9:27 pm
by o01eg
The server was updated to 0.4.9 Release.

Re: Multiplayer slow game server

Posted: Wed Feb 12, 2020 5:57 pm
by Oberlus
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.