win the 8th tronic ladle from speeders
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To bring back an old idea of mine what is the possibility of having a spectator server? So a spectator bot logs into the game then relays it to a second machine/net connection that spectators can then log into and observe. This would then allow spectators to chat amongst themselves without disturbing the game, would not effect the players pings/lag due to extra work load on the server and be easier to administer as you would not have to worry about spectators joining the game or trying to influence it.
Being unfamiliar with the tron engine I don’t know how easy this would be. One way I was thinking is would it be possible for the server to make a recording then be cat’ed on the fly to a secondary location, could spectators then load and read that recording on the fly? This would not allow for spectator chat I presume but would allow for individual spectating.
Being unfamiliar with the tron engine I don’t know how easy this would be. One way I was thinking is would it be possible for the server to make a recording then be cat’ed on the fly to a secondary location, could spectators then load and read that recording on the fly? This would not allow for spectator chat I presume but would allow for individual spectating.
The disadvantage of the recording thing mainly is that it won't work for everyone; recordings like to break a lot, they're not really designed for the use case at hand.
I've got one or two ideas on how to implement a spectator only proxy; it's possible in the overall architecture, the main problem is that a proxy would be server an client at once, and there's millions of tests in the code that do different things depending on the current role. Maybe multiplexing can work, let the proxy act as a server while talking to the connected spectators and let it act as a client when talking to the server, and make it not send anything to the server at all apart from ack messages. It's hacky, but it could work. Clients would be restricted to versions after a version determined by the proxy admin, and the server admin needs to allow old style spectators.
I've got one or two ideas on how to implement a spectator only proxy; it's possible in the overall architecture, the main problem is that a proxy would be server an client at once, and there's millions of tests in the code that do different things depending on the current role. Maybe multiplexing can work, let the proxy act as a server while talking to the connected spectators and let it act as a client when talking to the server, and make it not send anything to the server at all apart from ack messages. It's hacky, but it could work. Clients would be restricted to versions after a version determined by the proxy admin, and the server admin needs to allow old style spectators.
- Lacrymosa
- Round Winner
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You've asked why we should play further ladles without spectators, here's my opinion: As far as I know, the situation is nearly everytime the same: A spectator enters the game, maybe he just wants to watch it, maybe he wants to distract some players. After a few seconds, there will be one player who starts a poll and that's what's annoying me. Polls over polls...
If this could be solved, I would have no problem with specs.
Or maybe I just disable the whole chat next time as even my own team distracts a lot.
If this could be solved, I would have no problem with specs.
Or maybe I just disable the whole chat next time as even my own team distracts a lot.
z-man wrote:About the balancing: The book of rules says anything below 8 players is your problem. If you want to change that, discuss and put the result up on the Wiki; I personally wouldn't mind lowering the limit to encourage smaller teams to take part.
I think this is a good idea to a certain extent..I actually like the rule when you have 2 teams that have a lot of free members (13, 14l, 15) So you c an gain an advantage if your players care enough to show up, brings another aspect to the TOURNAMENT settings.
On saturday my 7 yr old cousin's 6 month old dog got run over, i had bronchitis, i got kicked out of a FRAT party because my friends and i werent wearing proper attire (it was a semi formal) then we went to a club and i had to pay 30 dollars to get in cuz i am under 21..didnt have fun in the club..then we left to find that my car window was bashed and things were stolen...I LIVE IN MICHIGAN..Try driving 30 minutes home without one of your windows when it is less than 0 degrees outside. Sunday i had to tape up my car in freezing conditions AND I missed the ladle because the only good thing happened (i went on a date and it went so well cuz it went overtime So yeh man, sorry that you couldn't go fishing, you saw your cousins AND you couldn't play in the ladle My thoughts and prayers go out to youThat's a mighty strange definition of a bad day, and of course no excuse.
I'm trying to help with this as well, I recently made a post on our member's only section discussing this. It is far better being the bigger man, so to speak, than continue a immature feud that not only takes a toll on the teams, but the server admins, the tournament admins, the other teams, and random players.About "payback": punishment for misbehavior is not for individual players to decide, not during a match, anyway. Besides, I couldn't find anything in last ladle's logs supporting the accusations, at least not at a scale that would justify the response. The logs of that are still public, so I'm willing to revert my opinion on that, but regardless, the ladle and any other tournament is no place for silly feuds.
- DDMJ
- Reverse Outside Corner Grinder
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The distractions to Rico in ladle 7 were in wrtl's server not Z's so I don't know where you're looking.
Joe: Wow that's you on the forums here? It's amazing how you use perfect grammar here, yet on our forums it looks like you're in 1st grade.
About the no spectators thing: For each spectator that spectates, they add extra lag to the server. For example, if you were in a server just bye yourself, then 15 spectators joined, you would become very laggy. It's hard enough playing with 200+ ping and 25 fps. So, give us American players a break and try and limit the amount of "unneccesary lag" that gets added to the server. No spectators please.
About the winzone: Yes, 6 minutes is a long time, but if you're that patient to be fighting someone for 6 minutes, you can gather up some strength to continue fighting them until someone dies. You've both been working hard for 6 minutes, so why should the offensive person (who is always closer to the winzone) be able to go and take the winzone. After all, it's the defense that is stronger if the offense can't get in. No winzone.
Joe: Wow that's you on the forums here? It's amazing how you use perfect grammar here, yet on our forums it looks like you're in 1st grade.
About the no spectators thing: For each spectator that spectates, they add extra lag to the server. For example, if you were in a server just bye yourself, then 15 spectators joined, you would become very laggy. It's hard enough playing with 200+ ping and 25 fps. So, give us American players a break and try and limit the amount of "unneccesary lag" that gets added to the server. No spectators please.
About the winzone: Yes, 6 minutes is a long time, but if you're that patient to be fighting someone for 6 minutes, you can gather up some strength to continue fighting them until someone dies. You've both been working hard for 6 minutes, so why should the offensive person (who is always closer to the winzone) be able to go and take the winzone. After all, it's the defense that is stronger if the offense can't get in. No winzone.
- Jonathan
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Depends on the resources that are available. If the server isn't hogged by 15 spectators and there is lots of spare bandwidth the effect is negligible.DDMJ wrote:About the no spectators thing: For each spectator that spectates, they add extra lag to the server. For example, if you were in a server just bye yourself, then 15 spectators joined, you would become very laggy. It's hard enough playing with 200+ ping and 25 fps. So, give us American players a break and try and limit the amount of "unneccesary lag" that gets added to the server. No spectators please.
ˌɑrməˈɡɛˌtrɑn
- wrtlprnft
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Note that there's a bandwidth usage difference between a spectator and someone who's actually playing.
An actual player needs to get updated on everything that's happening AND needs to send his/her own moves to the server AND these moves have to be sent to all other clients. This results in O(n²) bandwidth usage where n is the number of active players.
A spectator needs to get updated on everything that's happening. That's it. In a game with a fixed number of players and n spectators this results in O(n) bandwidth usage. Quite a difference.
In addition to that spectators don't eat CPU power on the clients (and practically no bandwidth), which is another cause of “lag”.
Especially z-man's server has way more bandwidth than what's needed for regular gameplay, spectators don't hurt there.
An actual player needs to get updated on everything that's happening AND needs to send his/her own moves to the server AND these moves have to be sent to all other clients. This results in O(n²) bandwidth usage where n is the number of active players.
A spectator needs to get updated on everything that's happening. That's it. In a game with a fixed number of players and n spectators this results in O(n) bandwidth usage. Quite a difference.
In addition to that spectators don't eat CPU power on the clients (and practically no bandwidth), which is another cause of “lag”.
Especially z-man's server has way more bandwidth than what's needed for regular gameplay, spectators don't hurt there.
There's no place like ::1
- DDMJ
- Reverse Outside Corner Grinder
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Please take a look at the # of spectators. There were 3 in the 1st match, 8 in the 2nd, 7 in the 3rd, & 5 in the 4th.
Score Logs (TuI vs SP)
1st Match
2nd Match
3rd Match
4th Match
Score Logs (TuI vs SP)
1st Match
Code: Select all
Overall Winner: Team blue with 100 points.
Final Scores:
Team: Score:
Team blue 100
Team gold 48
Player: Alive: Score: Ping: Member of Team:
TµÎ¬ßåll§å¢k No 14 203 Team blue
TuI~LacrYmosa Yes 14 84 Team blue
~*SP*~PsYkO No 12 139 Team gold
~tui~ 3 Yes 10 161 Team blue
TuI 2i No 8 145 Team blue
~*SP*~Sasha No 8 75 Team gold
~*SP*~ teen Yes 8 201 Team gold
TuI-Brainherpes Yes 6 116 Team blue
~*SP*~10000 No 4 69 Team gold
TUI purple KUSH No 4 194 Team blue
Tui ~ X ~ No 2 170 Team blue
~*SP*~ Ady-Luci Yes 2 137 Team gold
~*SP*~oO.k3nNy No 2 64 Team gold
~>TµÌ<~¦$må¢K¦~ No 2 116 Team blue
~*SP*~ vip3r No 2 67 Team gold
~*PsYkO*~ No 0 247 Team gold
V < M3 No 0 82
Z-Man No 0 87
¦×¦ $µbzero No 0 38
Time: 2007/02/04 22:25:40
Code: Select all
Overall Winner: Team blue with 100 points.
Final Scores:
Team: Score:
Team blue 100
Team gold 72
Player: Alive: Score: Ping: Member of Team:
~*SP*~Sasha No 14 77 Team gold
Tui ~ X ~ Yes 12 174 Team blue
TµÎ¬ßåll§å¢k Yes 12 198 Team blue
TuI 2i No 12 143 Team blue
TuI~LacrYmosa No 10 86 Team blue
~*SP*~ Ady-Luci No 8 146 Team gold
~*SP*~PsYkO No 8 80 Team gold
~*PsYkO*~ No 6 283 Team gold
~*SP*~ShItHeAd Yes 6 139 Team gold
TuI-Brainherpes Yes 6 107 Team blue
~*PsYkO*~2 Yes 4 202 Team gold
~*SP*~ pSyK0 No 4 60 Team gold
~>TµÌ<~¦$må¢K¦~ No 4 125 Team blue
TUI purple KUSH Yes 2 211 Team blue
~tui~ 3 Yes 2 173 Team blue
~*SP*~Speed No 2 76 Team gold
V < M3 No 0 82
Z-Man No 0 89
Lighting(LG) No 0 276
SnE4K! No 0 176
¦×¦ Sticky No 0 67
Hyphy Leopard No 0 208
¦×¦ FoFo No 0 83
>|TC{~ PhAnToM No 0 70
Time: 2007/02/04 22:38:53
Code: Select all
Overall Winner: Team gold with 100 points.
Final Scores:
Team: Score:
Team gold 100
Team blue 56
Player: Alive: Score: Ping: Member of Team:
~tui~ 3 Yes 16 163 Team blue
~*PsYkO*~ Yes 10 196 Team gold
~*SP*~Sasha No 10 70 Team gold
~*SP*~Speed Yes 10 75 Team gold
~*SP*~PsYkO Yes 10 69 Team gold
TuI-Brainherpes No 8 150 Team blue
~*SP*~ShItHeAd No 8 149 Team gold
Tui ~ X ~ No 6 187 Team blue
~*SP*~ Ady-Luci No 6 131 Team gold
TuI~1 No 6 87 Team blue
~>TµÌ<~¦$må¢K¦~ No 4 116 Team blue
~*SP*~ pSyK0 No 4 61 Team gold
TµÎ¬ßåll§å¢k Yes 4 215 Team blue
TuI 2i No 2 136 Team blue
~*SP*~ Oblivion No 2 268 Team gold
TUI purple KUSH No 0 207 Team blue
V < M3 No 0 77
Z-Man No 0 89
¦×¦ FoFo No 0 68
SnE4K! No 0 173
¦×¦ Sticky No 0 67
Hyphy Leopard No 0 202
{$C}Sorex No 0 106
Time: 2007/02/04 22:51:05
Code: Select all
Overall Winner: Team blue with 102 points.
Final Scores:
Team: Score:
Team blue 102
Team gold 68
Player: Alive: Score: Ping: Member of Team:
TuI~Refizul No 16 84 Team blue
~*SP*~PsYkO No 14 62 Team gold
~*SP*~ PsYk0 No 10 63 Team gold
TµÎ¬ßåll§å¢k Yes 10 206 Team blue
TuI 2i Yes 10 145 Team blue
~*SP*~ Lag-Lagy Yes 10 137 Team gold
TUI purple KUSH Yes 8 199 Team blue
~*PsYkO*~ No 8 203 Team gold
TuI-Brainherpes No 6 118 Team blue
Tui ~ X ~ No 4 176 Team blue
~tui~ 3 Yes 4 161 Team blue
~>TµÌ<~¦$må¢K¦~ Yes 4 112 Team blue
~*SP*~ShItHeAd No 2 141 Team gold
~*SP*~ Oblivion No 2 267 Team gold
~*SP*~Sasha Yes 2 81 Team gold
mashedZpotato No 0 76 Team gold
¦×¦ Sticky No 0 65
Z-Man No 0 85
¦×¦ FoFo No 0 78
Hyphy Leopard No 0 200
~*SP*~D3M0N No 0 68
Time: 2007/02/04 23:01:36