Cautiously optimistic

As promised I took some time out today to talk to Patrick, our multiplayer engineer, about the frozen connectivity screen. Unfortunately he didn't have the time to put more effort into trying to repro the issue(he had put in a lot already, but we don't have a testing team so it is hard to test), so I had him tell me where I should look in the code. After a while of stepping over code in my head I found an oddity. After going over it with Patrick we think we have found the source of the issue and, as a bonus, it may be related to the desync problem.

A while back Stardock had us make a couple significant changes. One, we removed the in-game kick voting system and replaced it with an automatic kick handler. Two, we removed the desync window and added the Invalid Game State system the ends the game if a desync is detected. I think when these two items were added something was missed and now if a player DCs (loses connectivity to one or more players) they get kicked, but the kick handler doesn't get called. This causes the game to freeze until the game has a reason to try and activate the kick handler again (like someone else leaving the game).

The desync is another matter, but is related. Our working theory is that Impulse is either closing the socket and/or sending the game garbage data for a player. Currently, this should cause another endless connectivity screen, but it may cause a state where some players have the DCd player as a human and some have them as an AI, which would cause a desync.

We are going to try to set up some tests tomorrow, but it isn't something easily tested without a dedicated testing team, so no guarantees that this works. We are pretty confident we have the endless connectivity screen issue figured out, but not sure about the desync issue.

Now, for some SupCom 2 news.

Disclaimer: The following statements are in no way a set of system requirements for Supreme Commander 2 and should not be taken as such.

Lots of people have been asking about the requirements for SupCom2, so I decided to run a quick test (needed to test pathfinding anyway). I spawned in 500 bots (with Fog of War on) and told them to move, all at once, to a place where they would have to go around some rocks and up a few ramps. I was able to maintain between 25 and 30 fps (zoomed in) and a sim speed of +9 without and issue. This is on a Core 2 Duo 6600 and 2 gigs of ram. This was on a release build and there still some optimizations to be done. Not sure how Forged Alliance would handle that. Again, the disclaimer above applies.


EdWood said... / October 26, 2009 at 10:54 PM  

Wow, sounds like good news.
Thx Sorian. :)

And the performance with 500 units sounds very promising. :)


Darren said... / October 27, 2009 at 1:24 AM  

Wow, sounds really promising. And i was looking forward to an excuse for upgrading my gaming machine!! ;)

CasualSax said... / October 27, 2009 at 8:37 AM  

Very exciting to see the connectivity screen bug has been located. :) Cheers, and thanks for the hard work.

Dunbar said... / October 27, 2009 at 8:45 AM  

Any idea about graphics card requirements for supcom 2?

Sorian said... / October 27, 2009 at 9:49 AM  

No clue. My system has an ATI X1950 in it.

Again, read the disclaimer.

Rebma Boss said... / October 27, 2009 at 4:25 PM  
This comment has been removed by the author.
Rebma Boss said... / October 27, 2009 at 4:25 PM  

Any idea why isn't being updated? It only has what was created the very first time it was uploaded.

Sorian said... / October 27, 2009 at 5:18 PM  

No idea. Was that UEF pistol thing there before?

John said... / October 28, 2009 at 3:21 AM  

Yeah, the pistol thing was there.

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