From: Speed D. <no...@so...> - 2013-11-17 05:00:40
|
#856: peer to peer connection fails in online race -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- During the online race clients had no problems connecting to the server, but peers could not connect to each other. Attached patch may fix this but is untested since it requires at least three players. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: madbad <mad...@gm...> - 2013-11-17 09:10:34
|
Anyone available today 15.00 CET for testing this patch? http://www.timeanddate.com/worldclock/fixedtime.html?msg=Network+test+patch+testing&iso=20131117T15&p1=2177 2013/11/17 Speed Dreams <no...@so...> > #856: peer to peer connection fails in online race > > -------------------------------+-------------------------------------------- > Reporter: tomlowshang | Owner: somebody > Type: defect | Status: new > Priority: major | Milestone: 2.1.0 > Component: Network interface | Version: 2.1.0-dev > Keywords: | > > -------------------------------+-------------------------------------------- > During the online race clients had no problems connecting to the server, > but peers could not connect to each other. Attached patch may fix this but > is untested since it requires at least three players. > > -- > Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856> > Speed Dreams <http://sourceforge.net/projects/speed-dreams> > An Open Motor-sport Simulator featuring high-quality 3D graphics and an > accurate physics engine, all targeting maximum realism as well as exciting > new features, cars, tracks and AI opponents to make a more enjoyable game > for the player. > > ------------------------------------------------------------------------------ > DreamFactory - Open Source REST & JSON Services for HTML5 & Native Apps > OAuth, Users, Roles, SQL, NoSQL, BLOB Storage and External API Access > Free app hosting. Or install the open source package on any LAMP server. > Sign up and see examples for AngularJS, jQuery, Sencha Touch and Native! > http://pubads.g.doubleclick.net/gampad/clk?id=63469471&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > |
From: Gaëtan A. <gae...@gm...> - 2013-11-17 09:37:03
|
OK for me. 2013/11/17 madbad <mad...@gm...> > Anyone available today 15.00 CET for testing this patch? > > > http://www.timeanddate.com/worldclock/fixedtime.html?msg=Network+test+patch+testing&iso=20131117T15&p1=2177 > > > > 2013/11/17 Speed Dreams <no...@so...> > >> #856: peer to peer connection fails in online race >> >> -------------------------------+-------------------------------------------- >> Reporter: tomlowshang | Owner: somebody >> Type: defect | Status: new >> Priority: major | Milestone: 2.1.0 >> Component: Network interface | Version: 2.1.0-dev >> Keywords: | >> >> -------------------------------+-------------------------------------------- >> During the online race clients had no problems connecting to the server, >> but peers could not connect to each other. Attached patch may fix this >> but >> is untested since it requires at least three players. >> >> -- >> Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856> >> Speed Dreams <http://sourceforge.net/projects/speed-dreams> >> An Open Motor-sport Simulator featuring high-quality 3D graphics and an >> accurate physics engine, all targeting maximum realism as well as exciting >> new features, cars, tracks and AI opponents to make a more enjoyable game >> for the player. >> >> ------------------------------------------------------------------------------ >> DreamFactory - Open Source REST & JSON Services for HTML5 & Native Apps >> OAuth, Users, Roles, SQL, NoSQL, BLOB Storage and External API Access >> Free app hosting. Or install the open source package on any LAMP server. >> Sign up and see examples for AngularJS, jQuery, Sencha Touch and Native! >> >> http://pubads.g.doubleclick.net/gampad/clk?id=63469471&iu=/4140/ostg.clktrk >> _______________________________________________ >> Speed-dreams-devel mailing list >> Spe...@li... >> https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel >> > > > > ------------------------------------------------------------------------------ > DreamFactory - Open Source REST & JSON Services for HTML5 & Native Apps > OAuth, Users, Roles, SQL, NoSQL, BLOB Storage and External API Access > Free app hosting. Or install the open source package on any LAMP server. > Sign up and see examples for AngularJS, jQuery, Sencha Touch and Native! > http://pubads.g.doubleclick.net/gampad/clk?id=63469471&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > > |
From: Speed D. <no...@so...> - 2013-11-18 08:39:57
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by rvlander): After a lot of test yesterday. We saw that SendCarStatusPacket/SendCarControlsPacket function in network.cpp did only share local cars, even in the case of the host. Which is a bad behavior. The two previous patches try to correct this but introduces, "jumping/teleportation" problems on clients. More work needs to be done. Tom what were you expecting with your patch and why ? PS. In these patches lines 489,490 and 492 are commented but shouldn't. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:1> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 10:12:34
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by rvlander): I attach the clean patch we used yesterday. Can the jumping pb be due to the time test ? in ReadCarControlsPacket/ReadCarStatusPacket ? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:2> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 10:25:31
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by rvlander): Note: the test (status/ctrl).startRank!=GetHumanNetworkIdx() might not work (madbad). We may first investigate there. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:3> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 15:07:07
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by tomlowshang): Replying to [comment:1 rvlander]: > > Tom what were you expecting with your patch and why ? The peers were not connecting to each other in Saturday's test. My patch tries to solve that specific problem, nothing more. The patch works but exposes a new problem: the data transmitted between peers is incorrect. It may explain why the code which connected the peers together was commented by someone else. It avoided dealing with a more serious problem. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:4> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 15:50:59
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by torcs-ng): on each PC, simulation will be differences - ditto for robots. It's why on TORCS's championship TRB1, each competitor sent his result for averaging. If all clients sent his carstatus, all differences will appear. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:5> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 15:59:54
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by tomlowshang): Replying to [comment:1 rvlander]: > After a lot of test yesterday. We saw that SendCarStatusPacket/SendCarControlsPacket function in network.cpp did only share local cars, even in the case of the host. Which is a bad behavior. > How is this bad behaviour? The behaviour is expected with the current peer to peer design. What was observed after applying my original patch? Did anyone capture the trace output? This would help. > The two previous patches try to correct this but introduces, "jumping/teleportation" problems on clients. This is because each peer is receiving remote car data multiple times from different sources. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:6> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 16:10:56
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by tomlowshang): Replying to [comment:5 torcs-ng]: > on each PC, simulation will be differences - ditto for robots. > It's why on TORCS's championship TRB1, each competitor sent his result for averaging. > If all clients sent his carstatus, all differences will appear. The network race design assumes that the simulation for the local driver on each peer is correct. The simulation result is sent to every other peer which is simply supposed to replay the car position and controls. This is naive (think about collisions between cars) but that is how the current design works. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:7> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 16:38:42
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by madbad): Replying to [comment:6 tomlowshang]: > Replying to [comment:1 rvlander]: > > After a lot of test yesterday. We saw that SendCarStatusPacket/SendCarControlsPacket function in network.cpp did only share local cars, even in the case of the host. Which is a bad behavior. > > > How is this bad behaviour? The behaviour is expected with the current peer to peer design. What was observed after applying my original patch? Did anyone capture the trace output? This would help. > We completely "misunderstood" the peer to peer nature of network design. We trought (and make it happen with "our" patch) that server receive from each client the client local-car data and then the server send all cars data back to all clients. This worked somehow (we, clients and host, see all cars moving) but we were experiencing "jumping" even on local-car so we tried to make the clients NOT update the local-car data with data sent by the server. The initial situation (even before your patch) was that server (or host as you want to call it) see al cars moving, clients instead see only server car moving but not the other clients cars (they are stuck at race grid start). This was not solved with your patch Tom, so we tried to patch ourselves. (sorry for my bad english) -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:8> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 16:50:06
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by rvlander): Tom, as said madbad, your patch did not change anything. My question was, as I don't master enet, why adding a 0 in argument to the function call you changed should have solved the problem ? Concerning our patch, we might have been mislead by the notion of host and client.host could see all cars moving, but clients peers could only see only host's car moving. Therefore, we assumed that clients did not received the others' client data. That is why we modified these functions so that host send all data to everybody. We were expecting the jumping bug and thought we could resolve it by preventing client taking into account data concerning themselves. But apparently we could not find an appropriate test to do that. If the networking design is not centralized : why is there a host, only to retrieve IPs ? Where are all connections too all peers created in the code ? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:9> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 17:11:10
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by rvlander): I discovered something strange in these to functions in network.cpp : SendCarStatusPacket/SendCarControlsPacket At the end of them, BroadcastPacket(pPacket,UNRELIABLECHANNEL); is called. which is defined earlier as : void NetNetwork::BroadcastPacket(ENetPacket *pPacket,enet_uint8 channel) { } Is this normal ? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:10> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 17:24:19
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by tomlowshang): Replying to [comment:9 rvlander]: > Tom, as said madbad, your patch did not change anything. My question was, as I don't master enet, why adding a 0 in argument to the function call you changed should have solved the problem ? > Look more closely. I also uncommented the line. The additional argument is [http://enet.bespin.org/group__host.html#ga23b3ac206326b84f42fa91673f12fca9 required] to make it build, > Concerning our patch, we might have been mislead by the notion of host and client.host could see all cars moving, but clients peers could only see only host's car moving. Therefore, we assumed that clients did not received the others' client data. That is why we modified these functions so that host send all data to everybody. We were expecting the jumping bug and thought we could resolve it by preventing client taking into account data concerning themselves. But apparently we could not find an appropriate test to do that. > Did anyone collect trace output? This is very important when diagnosing communication problems. My patch was based on an error in the trace log which suggested that client peers were failing to open connections with each other. > If the networking design is not centralized : why is there a host, only to retrieve IPs ? Correct. > Where are all connections too all peers created in the code ? See my patch for clients. Server is automatically connected to every peer since they connected first. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:11> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 17:27:21
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by tomlowshang): Replying to [comment:10 rvlander]: > I discovered something strange in these to functions in network.cpp : > SendCarStatusPacket/SendCarControlsPacket > > At the end of them, BroadcastPacket(pPacket,UNRELIABLECHANNEL); is called. which is defined earlier as : > void NetNetwork::BroadcastPacket(ENetPacket *pPacket,enet_uint8 channel) > { > } > > Is this normal ? NetNetwork::BroadcastPacket is overridden in NetClient and NetServer classes. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:12> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 17:44:49
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by rvlander): OK thanks for the answers. BroadcastPacket could be pure virtual then ? As for your patch, yes I did not look closely enough ! My bad ! And sorry, we did not collect the trace ... In client.cpp why is there lines 797 and 800 making a difference between the client and the server, if after the IPs are collected they are all seen as equal peers ? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:13> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-18 21:27:18
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by tomlowshang): Replying to [comment:13 rvlander]: > OK thanks for the answers. BroadcastPacket could be pure virtual then ? I suppose it could. > And sorry, we did not collect the trace ... > That's unfortunate because there may have been a clue as to what went wrong. > In client.cpp why is there lines 797 and 800 making a difference between the client and the server, if after the IPs are collected they are all seen as equal peers ? I'm not exactly sure why it was written that way. I suspect that client- server specific traffic uses enet's reliable transmission methods while the peer-to-peer traffic does not. That's the only difference I can find. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:14> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-19 00:27:35
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by mungewell): Hey guys, does running multiple copies of SD on the same computer help you track down this fault? You can specify separate/different config directories with the '-lc' flag on the command line. Running multiple clients on the same machine should perform the same as across the network - just without the large ping times. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:15> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-19 03:54:06
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by tomlowshang): Good idea! -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:16> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-19 06:19:38
|
#856: Clients do not see each others' movments. -------------------------------+-------------------------------------------- Reporter: tomlowshang | Owner: somebody Type: defect | Status: new Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: | -------------------------------+-------------------------------------------- Comment(by tomlowshang): Peers were using the wrong port to connect to each other. Attached v2 patch fixes this. Note that peer ports are variable (src/modules/networking/client.cpp:198) so it is necessary to send the port with the driver info. I think the original driver info message did this, but it was lost when the messages were converted to packed buffer format. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:17> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: madbad <mad...@gm...> - 2013-11-19 20:02:01
|
@Simon: Ok test session closed now we will try another day. @Tom when you talk about trace do you mean a gdb trace or the simple console output? Can you explain me how to make that trace? I remeber having done a GDB trace once... but I don't really remember how. We tried the 2 clients on 1 PC approach you suggested with the v2 patch uploaded by Tom It "somehow" worked, once. Gaetan as host and me with 2 clients. As before Host see both clients moving. Clients see host moving but not other clients. To be sure that the 2 clients on 1 PC has not influenced the results of the patch testing we still need to do a more serious 3 player test with this patch. 2013/11/19 Gaëtan André <gae...@gm...> > we are on jabber ... > > > 2013/11/19 <si...@mu...> > > > Anyone available now to join the test? We are only 2 and at least 3 are >> > needed... >> > >> >> Just got to work (4hrs to drive because of snow).... there's no-body on >> Jabber. >> >> What are you guys trying to achieve? >> Simon >> >> >> >> ------------------------------------------------------------------------------ >> Shape the Mobile Experience: Free Subscription >> Software experts and developers: Be at the forefront of tech innovation. >> Intel(R) Software Adrenaline delivers strategic insight and game-changing >> conversations that shape the rapidly evolving mobile landscape. Sign up >> now. >> >> http://pubads.g.doubleclick.net/gampad/clk?id=63431311&iu=/4140/ostg.clktrk >> _______________________________________________ >> Speed-dreams-devel mailing list >> Spe...@li... >> https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel >> > > > > ------------------------------------------------------------------------------ > Shape the Mobile Experience: Free Subscription > Software experts and developers: Be at the forefront of tech innovation. > Intel(R) Software Adrenaline delivers strategic insight and game-changing > conversations that shape the rapidly evolving mobile landscape. Sign up > now. > http://pubads.g.doubleclick.net/gampad/clk?id=63431311&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > > |
From: Tom Low-S. <to...@lo...> - 2013-11-19 20:47:59
|
On Tue, Nov 19, 2013 at 09:01:54PM +0100, madbad wrote: > @Tom when you talk about trace do you mean a gdb trace or the simple > console output? Console debug output. -- Tom Low-Shang Cell 416 857 7013 GTalk/Jabber tom...@gm... |
From: Gaëtan A. <gae...@gm...> - 2013-11-19 08:47:37
|
Hey guys, When are you available for a test of this (hopefully last) patch ? Cheers Gaëtan 2013/11/19 Speed Dreams <no...@so...> > #856: Clients do not see each others' movments. > > -------------------------------+-------------------------------------------- > Reporter: tomlowshang | Owner: somebody > Type: defect | Status: new > Priority: major | Milestone: 2.1.0 > Component: Network interface | Version: 2.1.0-dev > Keywords: | > > -------------------------------+-------------------------------------------- > > Comment(by tomlowshang): > > Peers were using the wrong port to connect to each other. Attached v2 > patch fixes this. Note that peer ports are variable > (src/modules/networking/client.cpp:198) so it is necessary to send the > port with the driver info. I think the original driver info message did > this, but it was lost when the messages were converted to packed buffer > format. > > -- > Ticket URL: < > http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:17> > Speed Dreams <http://sourceforge.net/projects/speed-dreams> > An Open Motor-sport Simulator featuring high-quality 3D graphics and an > accurate physics engine, all targeting maximum realism as well as exciting > new features, cars, tracks and AI opponents to make a more enjoyable game > for the player. > > ------------------------------------------------------------------------------ > Shape the Mobile Experience: Free Subscription > Software experts and developers: Be at the forefront of tech innovation. > Intel(R) Software Adrenaline delivers strategic insight and game-changing > conversations that shape the rapidly evolving mobile landscape. Sign up > now. > http://pubads.g.doubleclick.net/gampad/clk?id=63431311&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > |
From: madbad <mad...@gm...> - 2013-11-19 13:10:18
|
I'm available even this evening if someone else jump in. 2013/11/19 Gaëtan André <gae...@gm...> > Hey guys, > > When are you available for a test of this (hopefully last) patch ? > > Cheers > > Gaëtan > > > 2013/11/19 Speed Dreams <no...@so...> > >> #856: Clients do not see each others' movments. >> >> -------------------------------+-------------------------------------------- >> Reporter: tomlowshang | Owner: somebody >> Type: defect | Status: new >> Priority: major | Milestone: 2.1.0 >> Component: Network interface | Version: 2.1.0-dev >> Keywords: | >> >> -------------------------------+-------------------------------------------- >> >> Comment(by tomlowshang): >> >> Peers were using the wrong port to connect to each other. Attached v2 >> patch fixes this. Note that peer ports are variable >> (src/modules/networking/client.cpp:198) so it is necessary to send the >> port with the driver info. I think the original driver info message did >> this, but it was lost when the messages were converted to packed buffer >> format. >> >> -- >> Ticket URL: < >> http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:17> >> Speed Dreams <http://sourceforge.net/projects/speed-dreams> >> An Open Motor-sport Simulator featuring high-quality 3D graphics and an >> accurate physics engine, all targeting maximum realism as well as exciting >> new features, cars, tracks and AI opponents to make a more enjoyable game >> for the player. >> >> ------------------------------------------------------------------------------ >> Shape the Mobile Experience: Free Subscription >> Software experts and developers: Be at the forefront of tech innovation. >> Intel(R) Software Adrenaline delivers strategic insight and game-changing >> conversations that shape the rapidly evolving mobile landscape. Sign up >> now. >> >> http://pubads.g.doubleclick.net/gampad/clk?id=63431311&iu=/4140/ostg.clktrk >> _______________________________________________ >> Speed-dreams-devel mailing list >> Spe...@li... >> https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel >> > > > > ------------------------------------------------------------------------------ > Shape the Mobile Experience: Free Subscription > Software experts and developers: Be at the forefront of tech innovation. > Intel(R) Software Adrenaline delivers strategic insight and game-changing > conversations that shape the rapidly evolving mobile landscape. Sign up > now. > http://pubads.g.doubleclick.net/gampad/clk?id=63431311&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > > |
From: Gaëtan A. <gae...@gm...> - 2013-11-19 13:13:25
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Let's say 17h ? 2013/11/19 madbad <mad...@gm...> > I'm available even this evening if someone else jump in. > > > 2013/11/19 Gaëtan André <gae...@gm...> > >> Hey guys, >> >> When are you available for a test of this (hopefully last) patch ? >> >> Cheers >> >> Gaëtan >> >> >> 2013/11/19 Speed Dreams <no...@so...> >> >>> #856: Clients do not see each others' movments. >>> >>> -------------------------------+-------------------------------------------- >>> Reporter: tomlowshang | Owner: somebody >>> Type: defect | Status: new >>> Priority: major | Milestone: 2.1.0 >>> Component: Network interface | Version: 2.1.0-dev >>> Keywords: | >>> >>> -------------------------------+-------------------------------------------- >>> >>> Comment(by tomlowshang): >>> >>> Peers were using the wrong port to connect to each other. Attached v2 >>> patch fixes this. Note that peer ports are variable >>> (src/modules/networking/client.cpp:198) so it is necessary to send the >>> port with the driver info. I think the original driver info message did >>> this, but it was lost when the messages were converted to packed buffer >>> format. >>> >>> -- >>> Ticket URL: < >>> http://sourceforge.net/apps/trac/speed-dreams/ticket/856#comment:17> >>> Speed Dreams <http://sourceforge.net/projects/speed-dreams> >>> An Open Motor-sport Simulator featuring high-quality 3D graphics and an >>> accurate physics engine, all targeting maximum realism as well as exciting >>> new features, cars, tracks and AI opponents to make a more enjoyable game >>> for the player. >>> >>> ------------------------------------------------------------------------------ >>> Shape the Mobile Experience: Free Subscription >>> Software experts and developers: Be at the forefront of tech innovation. >>> Intel(R) Software Adrenaline delivers strategic insight and game-changing >>> conversations that shape the rapidly evolving mobile landscape. Sign up >>> now. >>> >>> http://pubads.g.doubleclick.net/gampad/clk?id=63431311&iu=/4140/ostg.clktrk >>> _______________________________________________ >>> Speed-dreams-devel mailing list >>> Spe...@li... >>> https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel >>> >> >> >> >> ------------------------------------------------------------------------------ >> Shape the Mobile Experience: Free Subscription >> Software experts and developers: Be at the forefront of tech innovation. >> Intel(R) Software Adrenaline delivers strategic insight and game-changing >> conversations that shape the rapidly evolving mobile landscape. Sign up >> now. >> >> http://pubads.g.doubleclick.net/gampad/clk?id=63431311&iu=/4140/ostg.clktrk >> _______________________________________________ >> Speed-dreams-devel mailing list >> Spe...@li... >> https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel >> >> > > > ------------------------------------------------------------------------------ > Shape the Mobile Experience: Free Subscription > Software experts and developers: Be at the forefront of tech innovation. > Intel(R) Software Adrenaline delivers strategic insight and game-changing > conversations that shape the rapidly evolving mobile landscape. Sign up > now. > http://pubads.g.doubleclick.net/gampad/clk?id=63431311&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > > |