Lobby of Multiplayer incredibly laggy?

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Para
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Lobby of Multiplayer incredibly laggy?

Post by Para »

anyone notice how much lag there is in the 1.2 version of wesnoth in the lobby?
im the one you think of
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Post by im the one you think of »

That will be because the current server is the server for both versions, stable and development, so it will have twice as many players.
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zookeeper
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Post by zookeeper »

im the one you think of wrote:That will be because the current server is the server for both versions, stable and development, so it will have twice as many players.
Eh...false.

And yes, the laggy lobby is a known issue. Hopefully it'll get resolved in the future (rather near than far, too!).
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Noyga
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Post by Noyga »

Well i think she meant that most the players that previously played on the old 1.0 server and on the dev 1.1 server now play on the same 1.2 server.
So yes the server is more crowded.
Btw the new 1.3 unstable release will probably be out soon (soon means IIRWIIR ;)).
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Baufo
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Post by Baufo »

Correct me if I am wrong but could not this be improved by decreasing the delay in the lobby loop? If it takes so long to process the data and freezes for some milliseconds that you get very few frames per second.
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themroc
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Post by themroc »

Noyga wrote:Well i think she meant that most the players that previously played on the old 1.0 server and on the dev 1.1 server now play on the same 1.2 server.
This may be the matter, but even on former unstable Releases, the Lobby takes a lot of Processor (ca. 90% here), and this cant be normal!
Noyga wrote:So yes the server is more crowded.
This is true, and may explain the returning of an old Bug. The "No Multiplayerside available" is back since 1.2.
Noyga wrote:Btw the new 1.3 unstable release will probably be out soon (soon means IIRWIIR ;)).
I know so many Veteran Players, who will be Celebrate this moment. :D
AlexK
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Post by AlexK »

I concur with the observations by para and themroc.
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Post by Dave »

As Sapient pointed out to me, I think this is mostly NOT a server or network issue, but an issue with the client-side code for processing the lobby being somewhat inefficient when there is a large lobby with lots of updates.

If a coder could give this some attention, it'd be very helpful. :)

David
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AlexK
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Binary saves

Post by AlexK »

I just turned off Binary Saves under preferences advanced menu. In going into the lobby I immediately noticed that it made a huge difference in how laggy the lobby was. Still a bit jittery, but far better then before.
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Post by Boucman »

hmm that's really weird, did other people observe that ?
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Gafgarion
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Post by Gafgarion »

I'm running Wesnoth v1.2 on a Dual 1ghz G4 with OSX 10.3.9.

After reading this thread I connected to the official multiplayer server and compared the lobby lag difference depending on whether Binary Saves are on or off.

I tested lobby performance with a few different variations:
a.) Going into lobby with Binary Saves on, then turning them off from the lobby
b.) Going into the lobby with Binary Saves off, then turning them on
c.) Going into the lobby with Binary Saves on, then quitting, turning Binary Saves off, quitting again and then entering the lobby... etc

Surprisingly, turning Binary Saves off did indeed provide a major performance boost in the lobby, just like AlexK noted. AlexK, do you think you could provide your computer specs/OS as a way of making sure this isn't a single platform issue?

Anecdotally: Prior to this, I thought that the people complaining about horribly bad lobby lag were overreacting or something. I never noticed the lobby lag being notably bad... But I've always had Binary Saves turned off.
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AlexK
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Post by AlexK »

Running wesnoth-1.2-windlows.exe on Windows XP Home Edition version 2002 w service pack 2 on my Gateway Celeron(R) computer. It has 760 MB of RAM and runs at 2.8 GHz.
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Sapient
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Post by Sapient »

A sticky thread has been posted in the Corner's Corner if you wish to help with this issue. It is titled "Performance Issue: Lobby Lag." Thanks.
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