Lag Detection
Nov 27 2009, 12:57 am
By: Apos  

Nov 27 2009, 12:57 am Apos Post #1

I order you to forgive yourself!

Is there a way to make a lag detection?




Nov 27 2009, 12:59 am Morphling Post #2



Do you mean the drop box or something else?



None.

Nov 27 2009, 12:59 am Apos Post #3

I order you to forgive yourself!

Just if the game is lagging.




Nov 27 2009, 1:04 am Project100 Post #4



Well, what do you need the lag detection for? I might be able to help more if I knew what purpose its serving.



None.

Nov 27 2009, 1:06 am Apos Post #5

I order you to forgive yourself!

For exemple, if the game lags, then there is an action that could be executed.




Nov 27 2009, 1:08 am Project100 Post #6



Well..seeing as everything operates together, if there is lag, everything lags. Therefor timers and triggers will run at the laggy speed, but still do their functions just the same. So the only option I see is having the action for lag be manually triggered.



None.

Nov 27 2009, 1:14 am Apos Post #7

I order you to forgive yourself!

Would there be a way to make a trigger lag (like waiting blocks) without using waits?




Nov 27 2009, 1:25 am ClansAreForGays Post #8



Quote from Apos
Is there a way to make a lag detection?
no. Not even with euds.




Nov 27 2009, 1:40 am Morphling Post #9



Quote from ClansAreForGays
Quote from Apos
Is there a way to make a lag detection?
no. Not even with euds.
There might be a way with EUDs, but I'm not sure how, assuming there is one, the internal game timer might react with lag in a game.



None.

Nov 27 2009, 1:42 am payne Post #10

:payne:

Quote from ClansAreForGays
Quote from Apos
Is there a way to make a lag detection?
no. Not even with euds.
Nu wai! D:



None.

Nov 27 2009, 1:49 am CecilSunkure Post #11



Most of the time I see lag detectors create a ton of units, causing massive lag. The players can then see who has the worst latency with the drop text box, and then vote ban someone out of the game.



None.

Nov 27 2009, 3:15 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

Take a look at labyrinthos. There is an ingame lag test which will determine which player lags by creating/ordering a bunch of observers.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Nov 27 2009, 3:18 am Vi3t-X Post #13



Labyrinthos has a detection method.

Edit: Go away rockz. :flamer:



None.

Nov 27 2009, 4:29 am Vrael Post #14



Does the labyrinthos system detect the lagger with triggers, or does it just let the players decide who the lagger is? My gut says the system lets the players decide.

I don't think trigger lag detection is possible, because to do so you would essentially need to compare the speed of the game with the speed of the external world, like, normal game speed is 11.8 cycles pers second or so with hyper triggers, but with lag maybe you only get 8.4 cycles per second, except we have no external clock to compare the in-game clock with, so I don't think its possible to do a solely-trigger system where you could rig it to set a switch or something when it lags.



None.

Nov 27 2009, 4:44 am Morphling Post #15



I didn't look into it, but "0057EEBC Elapsed Time (Frame)" might work as a clock.



None.

Nov 27 2009, 6:07 am UnholyUrine Post #16



Some other maps spam Unplacable units.. which for some reason shows the lagger(s) with the lag box. ..
So add that and add a banning system... :D



None.

Nov 27 2009, 6:15 am NudeRaider Post #17

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

What about waits? They could depend on the real time clock.
Then just compare it with a dc and you have your lag detection.




Nov 27 2009, 7:22 am ClansAreForGays Post #18



Quote from NudeRaider
What about waits? They could depend on the real time clock.
Then just compare it with a dc and you have your lag detection.
Waits don't keep ticking while the dropbox is up, and they slow down just as much as the game does when it's only clicking by.
It is impossible for the game to objectively tell if there is lag, let alone find the person who is causing it.




Nov 27 2009, 7:28 am Kenoli Post #19



Intentionally causing lag via triggers doesn't give players any insight into actual connection quality.

But it can give them a good scapegoat.



None.

Nov 27 2009, 8:08 am NudeRaider Post #20

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Kenoli
Intentionally causing lag via triggers doesn't give players any insight into actual connection quality.

But it can give them a good scapegoat.
It doesn't find someone with a bad connection, that's true, but it finds people with bad CPUs.




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