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Forum Name Gameplay
Topic subjectStrange lag mechanics of late?
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=68085
68085, Strange lag mechanics of late?
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
Can we get some clarification on this? There was a number of occasions when lagging moves did not work as usual (latest one - Glikhardiz' log with trip not lagging at all). I've had the same occasions with Grokko, trip+cheapshot not permalagging people. Same reports on throw.

Can we get some official info about this thing. Is this being looked into, in queue for the fix, working as intended?

68294, Not sure if this has been resolved
Posted by Marcus_ on Wed 31-Dec-69 07:00 PM
But in one of the logs I saw being discussed it was due to bloodthirst. It can negate lag in some circumstances.
68300, Could this be a "Hack"?
Posted by Pro1 on Wed 31-Dec-69 07:00 PM
I have reported odd lag issues often associate with certain characters for years and been told they don't exist.

Do these issues show up at certain times?
68301, Good question.
Posted by Lhydia on Wed 31-Dec-69 07:00 PM
I'm pretty sure if people are actively hacking/exploiting CF based websites they'd be willing to do so with the mud itself.

And you know, we use non-IMM coders now. =)
68128, Wasn't a change made several years ago...
Posted by Ignolmeer on Wed 31-Dec-69 07:00 PM
My memory may be incorrect, but I recall a change that affected the capabilities of lag moves below a certain level. I believe it was to help newbies survive some tweeny level sitting bash/trip spammers.

Could that be something? Or am I remembering incorrectly?
68129, RE: Wasn't a change made several years ago...
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
That was changing the hit rate. First bash, then trip, then throw. The lag counter itself I think wasn't affected, and the situation at hand is about 25+ ranks.
68092, lag
Posted by Scarabaeus on Wed 31-Dec-69 07:00 PM
It is being looked into. I have presented the log evidence to the immstaff. So far, no one can reproduce the reported issue. I would through a couple of you on our test server, but I'm not sure that would be helpful.

If there is a legitimate issue, it will have to be pretty weird to be transient like this.
68093, RE: lag
Posted by Isildur on Wed 31-Dec-69 07:00 PM
One theory based on my very limited experience w/ this bug:

Could happen in situations where a target experiences lag from multiple sources at the same time?

For instance, being tripped and then bashed one round later while still in trip lag.

Maybe the second lag command, instead of extending the target's lag (or doing nothing if its duration is less than what the target is already lagged), it shortens the lag duration or removes it altogether.
68094, RE: lag
Posted by Beront on Wed 31-Dec-69 07:00 PM
Something will sounds like captain obvi but still, first it was detected by kstadia, let him tell you the exact period - two weeks. Check code changes, files, svn? Are you sure that you were the only one coder at that time? Remove all code till date, create two chars, drillmaster and emperor, login two sessions for them, two trigger, one fleeing ans return under the bloodthrist, the other one just tripping, turns trace on, if all ok, add code changes, one at one step, create four, eight such sessions. Yea, im ko.
68095, RE: lag
Posted by N b M on Wed 31-Dec-69 07:00 PM
The first part is a fantastic idea, you guys certainly have a change management process to trace code changes... when was it detected, what changes occurred around that time.

If you don't have a change management process... well ####
68096, we can check earlier code, but...
Posted by Scarabaeus on Wed 31-Dec-69 07:00 PM
...first we have to actually reproduce the reported issue so we have some kind of comparator.
68097, Is everything alright with Harmonious legacy?
Posted by Shapa on Wed 31-Dec-69 07:00 PM
Everything began about the time after badboy played the imperial warrior with harmonous legacy. Maybe someone changed that legacy and it affected all code?
68098, Yeah
Posted by Scarabaeus on Wed 31-Dec-69 07:00 PM
It's one line of code in the lagging function and it doesn't zero out lag.

Also, as immortals we have a way to see our own lag counter and it appears that combat moves are lagging as they should be.
68099, One week lag counters 4 all
Posted by Saagkri on Wed 31-Dec-69 07:00 PM
It would be much easier to pinpoint the issue if for a week, you let everyone see their lag counter. Then you would get the right. Most of the time this happens, the player probably doesn't even realize that the lag was not calculated properly. The more examples you get, the quicker it can be identified.

I realize this is not ideal, but this has been elusive for a long time and it's really bothering people.
68100, Yeah, could add this as a prompt option
Posted by Murphy on Wed 31-Dec-69 07:00 PM
Think I'll do that in my mud :) not for testing, but as a legit prompt option.
68101, Yea. That's just useful info
Posted by Tac on Wed 31-Dec-69 07:00 PM
.
68102, Maybe start with villagers?
Posted by Athioles on Wed 31-Dec-69 07:00 PM
Bloodthirst seems to be rendering trip completely lagless in multiple instances. Also throw seems affected more than trip/other options. Spam that long enough and it'll come up.

Also I don't know if this could have anything to do with it but I started noticing a difference after axe-murderer edge was changed.
68103, That could be it!
Posted by TMNS on Wed 31-Dec-69 07:00 PM
Obviously I'm not a CF coder, but if the coder (scarab) changed the edge so that lag would only happen if overhead was initiated...perhaps all non-initiated lag is affected?
68104, RE: Maybe start with villagers?
Posted by Umiron on Wed 31-Dec-69 07:00 PM
Bloodthirst can halve the lag dealt from others. That right there can bring a trip down to one round, and there are other things that can situationally reduce that lag even more (e.g., ganging).

Re: Axe Murderer, that change definitely isn't at fault. It was simply an extra condition in the check in overhead that determines whether the victim gets lagged or not.

That said, a couple of the logs I've read do look a little suspicious.
68105, But were you the one that fixed it? n/t
Posted by Lhydia on Wed 31-Dec-69 07:00 PM
gr
68106, Yes. (nt)
Posted by Umiron on Wed 31-Dec-69 07:00 PM
asd
68107, You deleted September 2016
Posted by Lhydia on Wed 31-Dec-69 07:00 PM
Bug was fixed January 17.

So you're an active CF Coder who isn't an IMM?
68108, #busted n/t
Posted by Athioles on Wed 31-Dec-69 07:00 PM
n/t
68109, Consulting. (nt)
Posted by Umiron on Wed 31-Dec-69 07:00 PM
asd
68110, Too late we already certified it #busted.
Posted by Athioles on Wed 31-Dec-69 07:00 PM
Just like lag.
68111, RE: Maybe start with villagers?
Posted by Saagkri on Wed 31-Dec-69 07:00 PM
I tripped a necro in the graveyard, got a cheap shot and they fled right before my next trip with Heaghul (rager defender) in 2015.

Also, Heaghul or Tummel (both ragers) got bearcharged by Kat's ranger in the wilderness and he and I were both wondering how I was able to flee before the next one since he was able to perma with that.
68112, That was Tummel
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
The log is on qhcf, as well as the next occasion with Jeede (but I blame trance there, if trance can reduce lag).
68115, RE: That was Tummel
Posted by Umiron on Wed 31-Dec-69 07:00 PM
>(but I blame trance there, if trance can reduce lag).

They don't call it overpowered for nothing.

68113, Maybe GoM wonkiness?
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
As Grokko, I was striking Rotsignar with my spider.
68114, Ganging matters, but NPCs don't count. (nt)
Posted by Umiron on Wed 31-Dec-69 07:00 PM
nt
68116, Another SWAG
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
GoM not resetting when a fight ends? So if something counts as assist, there's a chance of lag reduction even if the fight itself is not X vs 1?

P.S. But with that random kind of occurence, I'd blame memory leaks first anyway.
68117, It started not many years ago and the only reason i see it GoM changes.
Posted by Shapa on Wed 31-Dec-69 07:00 PM
Maybe CF doesn't realize that some battles are already over and the person who was being ganked still enjoys the reduce_lag bonus from anti_gank from the previous battle/s?
68118, RE: It started not many years ago and the only reason i see it GoM changes.
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
GoM memory leaks sounds like a valid idea.
68119, RE: It started not many years ago and the only reason i see it GoM changes.
Posted by Isildur on Wed 31-Dec-69 07:00 PM
You could be on the right track with GoM, but a memory leak isn't likely to cause this behavior.
68120, GoM vs. "ganging".
Posted by Umiron on Wed 31-Dec-69 07:00 PM
To clarify...

Gank-o-Meterâ„¢ is a calculated running score based on all of a character's wins, assists and losses. It's used in various places to penalize/bonus (e.g, Ehren stuff) characters based on how "ganky" they are in general.

Lag doesn't care about GoM. All it cares about is how many characters (non-NPCs) are in the room whacking on the victim at that very moment.

The latter is five lines of code (braces included) that both haven't changed in a decade or more and aren't likely to be affected by any kind of memory related bug, especially without resulting in some other very obvious side effects.
68125, RE: GoM vs.
Posted by Isildur on Wed 31-Dec-69 07:00 PM
Yeah, I figured they were using "gank-o-meter" to refer to ganging, not the actual score assigned to a character.

Having said that, though, wasn't there some complaining a while back about how bards are supposedly "nerfed" because their kills tend to be in group fights, leading to a high GoM score, which somehow makes their lagging songs less likely to lag?
68126, That was because my GoM was insanely high
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
Like 2nd historical high. I don't think that was about code changes or something.

Lagging songs (all songs actually) were just less likely to hit.
68127, Referring to ganging as GoM, yup NT
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
NT
68121, it's been happening for 3+ years
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
not a recent development though maybe exacerbated by other changes

first time i saw it was late 2014 and then subsequently a lot more in 2015 (my nexun fighting shravthar one of us would see it every fight, pincer or trip)

another thing to note is that it isn't just lag/command denial.

there are times where spells will cast without any lag. this is most noticeable as an invoker spamming spells with or without targets, i saw both. i'm talking zero lag on a random ice shard or shield. i remember a kill when two wall of fires went through between rounds.
68122, My 2 cents
Posted by Tac on Wed 31-Dec-69 07:00 PM
When I've noticed something like this is has usually been connected to one of the half-ticks that were added when the full tick got broken up.
68123, Finally. I will soon be able to play the Chronomancer I've dreamed about.
Posted by Quixotic on Wed 31-Dec-69 07:00 PM
Scarabaeus, you can note me on qhcf or send me an email when you are ready for a tester.
68124, How come all of my deaths are usually to perma lag then :(
Posted by TMNS on Wed 31-Dec-69 07:00 PM
This game. Lol.
68130, I can answer this
Posted by Jarmel on Wed 31-Dec-69 07:00 PM
IF (IP => Sam)
Lag = Lag + (Combat_Lag*1000000000000000)
Else
Lag = Lag + (Combat_Lag*0.5)

In fact it was probably this change that broke lag but well worth it! :)

True Story

Disclaimer: Anyone that actually buys into this is most likely also making poor life decisions. :P
68131, RE: I can answer this
Posted by Jhyrbian on Wed 31-Dec-69 07:00 PM
I think you're on to something here Jarmel.
68132, Misinfo
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
That's not C code.
68089, Please, please fix this.
Posted by Athioles on Wed 31-Dec-69 07:00 PM
As a melee player this is killing my desire to play.
68086, RE: Strange lag mechanics of late?
Posted by Isildur on Wed 31-Dec-69 07:00 PM
I've noticed this too.
68087, RE: Strange lag mechanics of late?
Posted by Jhyrbian on Wed 31-Dec-69 07:00 PM
They're aware of the problem but it's probably not an easy one to track down.
68088, RE: Strange lag mechanics of late?
Posted by Isildur on Wed 31-Dec-69 07:00 PM
Just found the log snippet where it happened to me and posted to bug board.
68090, Roughly this
Posted by Jormyr on Wed 31-Dec-69 07:00 PM
Staff's seen assorted bug reports, I know Scar's mentioned it, and
I've looked at it on the "results" end.

Without Scar's code-side, I just haven't seen anything on the
"results" end that's been a common factor to help out with tracking
it down, nor can I think of any specific changes that seem like they
would be relative and a likely culprit (like last night's barter
thing. "Hey, Scar just did a bunch of object changes. Betcha that's
got something to do with barter being broken, since barter deals with
objects."

It's been irritatingly baffling, and as much as it seems to show up
at all these random spots, there's also not been anything that seems
to be consistent in reproducing the random "no/less lag".
68091, I know what's common
Posted by Kstatida on Wed 31-Dec-69 07:00 PM
All those ppl don't have edge points from OBS/EXP :)