Source 5017 problem packet client

09/16/2022 16:36 forgefor#1
Hello, looks like a situation happens! very complex, I'm not a trained programmer, I'm still a shit programmer, so I'm pretty boring about it. The question is as follows, I am working on the 'spirited' structure of the 5017 font it is still empty, directly from your 'gitlab' but it looks like there is a problem, I don't know exactly if it is a problem, or something like that to be configured, the packet 1009 in turn, and handled on the client to the server and returned, thus checking the time takes a while, but the client if I find myself in another window, it somehow delays the packet, thus displaying a high ping even to when there are more than 20 objects on the screen be it monsters or npcs i don't know exactly if i'm right but i wish i could deal with these shit packages.

The CPU and RAM consumption rate are normal, so I don't believe it's machine settings


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09/16/2022 18:19 Spirited#2
That's surprisingly high for that version of the client. Are you using local or public IP addresses when connecting? I'm using local IP addresses and getting 32ms in the client. Keep in mind though, if you don't have the window selected, ping will increase and fps will drop.
09/16/2022 19:08 forgefor#3
Quote:
Originally Posted by Spirited View Post
That's surprisingly high for that version of the client. Are you using local or public IP addresses when connecting? I'm using local IP addresses and getting 32ms in the client. Keep in mind though, if you don't have the window selected, ping will increase and fps will drop.

I'm using local ip, but it seems that if you force a binary source I know it's totally illegal, but the ms does not increase by leaving the conquer window, yes the fps always drops
09/16/2022 19:36 Spirited#4
Quote:
Originally Posted by forgefor View Post
I'm using local ip, but it seems that if you force a binary source I know it's totally illegal, but the ms does not increase by leaving the conquer window, yes the fps always drops
Be sure to give it at least 10 seconds to update, cause that really shouldn't be the case.
09/16/2022 22:18 forgefor#5
Quote:
Originally Posted by Spirited View Post
Be sure to give it at least 10 seconds to update, cause that really shouldn't be the case.
ms é permanente se eu ficar em outra janela, ou mesmo se tiver mais de 20 mobs na mesma tela :(

Quote:
Originally Posted by Spirited View Post
Be sure to give it at least 10 seconds to update, cause that really shouldn't be the case.
ms is permanent if i stay in another window, or even if i have more than 20 mobs on the same screen
09/16/2022 22:51 Spirited#6
Quote:
Originally Posted by forgefor View Post
ms é permanente se eu ficar em outra janela, ou mesmo se tiver mais de 20 mobs na mesma tela :(



ms is permanent if i stay in another window, or even if i have more than 20 mobs on the same screen
To my knowledge, there's nothing the client should be doing differently. If you're really seeing that behavior after 10 seconds of the client window not being selected, then could you record it and upload the video?
09/16/2022 23:00 CptSky#7
The game client is designed to slow down the game loop when it isn't in foreground to reduce resource usages (no point rendering at full framerate if the player is not actively playing). The game being quite old, it is designed with the render and network processing being part of said main game loop, as such, when the game client slows down the game loop, it reduces the frequency at which the packets are processed, increased the perceived ping.

This is all normal and can be replicated even with an official game server (with TQ bins, I have ~24 FPS in foreground, ~10 FPS when not in foreground). There is nothing the server can do about it.
09/17/2022 15:00 forgefor#8
Quote:
Originally Posted by CptSky View Post
The game client is designed to slow down the game loop when it isn't in foreground to reduce resource usages (no point rendering at full framerate if the player is not actively playing). The game being quite old, it is designed with the render and network processing being part of said main game loop, as such, when the game client slows down the game loop, it reduces the frequency at which the packets are processed, increased the perceived ping.

This is all normal and can be replicated even with an official game server (with TQ bins, I have ~24 FPS in foreground, ~10 FPS when not in foreground). There is nothing the server can do about it.


So it seems that the achievement is slow, when it's not in the foreground :( that's what I notice, other games when they're not in the foreground are also slow, the fps drops but the ms doesn't :( because higher versions ex 5500+ for example ms doesn't fall that much? or do the GM's of your privates manipulate the ms view so that the players have great looks :confuso: