Lagfarm (Bugfarm Deathmatch)

For things that have to do with those crazy test servers... and yeah. By request of z-man, and, of course, you gotta obey...

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Z-Man
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Lagfarm (Bugfarm Deathmatch)

Post by Z-Man »

In order to test new network code improvements, I'm stating a sumo clone on my home server. It's called "Lagfarm Sumo" for obvious reasons. The system specs:
CPU: 266 MHz Pentium MMX
Network: ADSL 128 kbit/s upstream, 1000 kbit/s downstream with interleaving error correction (that means about 50 ms of additional lag)

Some optimizations in the game code are already active to cope with the low CPU power. Usually, 266 MHz would be plenty, but of course, the server is running in nonoptimized mode to produce good debug recordings.

The midterm plan:
- Get a network upgrade to 500 kbit/s upstream
- Tweak the compilation flags to find the best performance and usability of debug recordings combinations
- Move annoying cron jobs on the server to a timeslot where they don't hurt the server
- Migrate the bugfarm servers there

To give the network optimizations a good testing, I'm not activating any of them on old Bugfarm. I want to see whether I can get a weak server with new code perform as well as a strong server with the old code.
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Post by Z-Man »

I didn't get as far as I hoped, but got quite a bit of anti-lag code out. It mainly targets CPU induced lag, network messages are now dispatched faster. Only the minimum amount of work is done between receiving a message and sending the response out to the clients. I'll probably get the worst case response time down still a bit.

Instead of another Fortress or Sumo clone, I reactivated the settings and code of the easter egg server. That means instant respaws for those who missed it. Also, rubber settings are, ATM, still a bit more conservative than on Fortress and Sumo. You can grind gently, but don't expect to be able to adjust or 180.
~*PsYkO*~

Post by ~*PsYkO*~ »

Hey is it possible to run that deathmatch server on the same machine as fortress and sumo because that is a great server...Would serve as good training for fortress...All it relies on is dogfighting my weakest area by far. I don't see many people playing on it but I think its a great idea.
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Z-Man
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Post by Z-Man »

No, the whole purpose of the server is to investigate lag, and I need a server that is a) close to me so I can easily debug on it or transfer debug recordings to my stronger machines and b) is vulnerable to lag I can see. I haven't played on the server from the outside yet, but will do so today.

Also note that several improvements are still missing. The bandwidth upgrade hasn't happened yet, and the lag sliding protection isn't implemented yet. And I'm going to profile the CPU load and see where we waste cycles, it shoot to 30% when we were six people playing yesterday.
~*PsYkO*~

Post by ~*PsYkO*~ »

Yeh I see you in there now :P I just like the settings a lot
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ed
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Post by ed »

How do you do that with making the cycles invisible an all.

Someone said to me it would be cool to make a pacman map. Got me thinking - The map would be easy enough. I could make all the little dots pacman eats little fortresses.

There would be 4 ghosts and 1 pacman. Same rules as pacman, collect all the dots.

Problems I can think of -

Team balancing - One team (pacmans ) max_per_team 1
2nd team (ghosts) - max_per_team 4

The super dots - pacman could be made invincible for a short time after eating one, where his tail can kill the ghosts, but the ghosts not his.

respawn - if ghosts are killed, they respawn in their base.

ghosts can't kill ghosts.

assigning fortresses to team - all the fortresses belong to the ghosts.

Different objectives -
ghosts - kill pacman.
pacman - eat all fortresses

okay, it wouldn't be exactly pacman, but would resemble it somewhat, and I think it would be a lot if fun.
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Z-Man
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Post by Z-Man »

ed wrote:How do you do that with making the cycles invisible an all.
That's hardcoded :oops: Knowing that we'd sooner or later have real respawn logic in the game (Lagfarm uses the hacky code used for testing, that's why for example the AI does not leave immediately) I added the timed invulnerability to 0.2.8.2.

Yeah, packman is my personal test whether we're flexible enough. If we can implement packman as a map and a set of scripts, we're done :)

Psyko: I guess now would be a good time to tell you the server has fat cycles :)
~*PsYkO*~

Post by ~*PsYkO*~ »

But I am a child and I fall off the fat bikes.
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Your_mom
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Post by Your_mom »

ed wrote:Someone said to me it would be cool to make a pacman map. Got me thinking - The map would be easy enough. I could make all the little dots pacman eats little fortresses.
http://forums.armagetronad.net/viewtopi ... 5184#25184

been there done that... but like always i kinda quit before anything real came out of it. feel free to use the pacman map i already made and alter it if you want, just leave a comment in the map file refrencing me and i'll be happy.

back on topic:

zman did you see the bug i pointed out in your logs?
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oO.k3nNy
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deathmatch

Post by oO.k3nNy »

i tested it today and i really liked it. would be really nice if that project could be realized on a better server (with a better i-con). maybe the server could be avaidable for more players then too (like 8 or more). i am really looking forward to it!
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Post by Z-Man »

It will be on a better connection sometime soon. The upgrade is ordered, I'm just waiting for the bureaucracy to get moving :)

Your_mom: this one?

Code: Select all

2006_07_03_08_24/bug.log:[1] 7: BUG round doesnt end after 5 minutes if opponent leaves
Yeah, the game control part is hacky, it's not really done at all yet. BTW, the round time limit is 5 minutes only if an AI opponent is present (that's single player mode even if real players are there), otherwise, it's 20 minutes. If you play with someone without an AI, and that person leaves, you're left alone for the rest of the round/match. Perhaps I can hack the hack.

The code for this server is already in 0.2.8.2, if you're interested. You need to compile it yourself, though, and define the preprocessor symbol RESPAWN_HACK. As the name suggests, it isn't really meant to be used on a production server. I'm being evil here again :) I'm using it as bait to lure you in.
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ed
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Post by ed »

Your_mom wrote:been there done that...
Forgot about passing through the tunnel. Pacman can move from one side of the playfield to the other. Through the tunnel. An interesting challenge.

Sorry to post off topic, but for those who are interested, here's Your_mom's pacman map next to the original:

Image

Image
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wrtlprnft
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Post by wrtlprnft »

Hmm, looks like there's plenty of clones :D
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Post by Mr. Bougo »

The only thing i can say is... WOAH :D


That server is GREAT, I love it, nice respawn system, endless round, endless fun :D

I had a long fight with CTP4) and I really had a good time, really fun... :lol:
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