Comments (4)
Hmmm, regional disconnects is pretty tricky. We have already had to make small changes to the protocol to avoid some country-specific firewalls, so it's possible this could be another. But I haven't heard any significant reports from Among Us...
How many players are on the server at peak and how many packets are being sent? Is there any risk of CPU bottlenecking? Which ConnectionListener can also be a factor. Dtls is far more expensive than Udp.
from hazel-networking.
Hmmm, regional disconnects is pretty tricky. We have already had to make small changes to the protocol to avoid some country-specific firewalls, so it's possible this could be another. But I haven't heard any significant reports from Among Us...
How many players are on the server at peak and how many packets are being sent? Is there any risk of CPU bottlenecking? Which ConnectionListener can also be a factor. Dtls is far more expensive than Udp.
I use UdpConnectionListener, I also don't send a lot of packets - the tick rate is 10 packets per second for syncing the players.
The problem happens when I have 30 ccu players(lowest) and I had no slowdowns when I had 700 ccu, its mainly for turkey players(some of them).(cpu is under 40% usage most of the time)
I saw a lot of among us reports about this exact errors:
https://www.reddit.com/r/AmongUs/comments/ioroxs/sent_6_pings_that_the_remote_has_not_responded_to/
https://www.reddit.com/r/AmongUs/comments/ihc9t8/sent_6_pings_that_remote_has_not_responded_to/
https://www.reddit.com/r/AmongUs/comments/j0033o/something_i_noticed_about_the_6_pings_issue/
Did you do something to fix it or it was fixed by itself? Can you point me to where I should start?
Thank you for this amazing tool!
from hazel-networking.
Yeah, so to be clear, these two errors are very common because they are the generic "Disconnected" error. Since you mentioned Turkey, I assumed that it might be regional since we have seen firewall issues in the past, but it doesn't really sound like that's the case here.
The other thing that could be regional-specific would be packet size. If you send a packet that is larger than about 800 bytes, you may start to see increased packet drop. This would get really bad up until 1200 bytes where it's nearly 100% drop rate. This is called MTU and Hazel has no built in features to fix it, but we did add a statistic to detect it: UdpConnection.Statistics.FragmentableMessagesSent
. Looking at it now, you might want to adjust ConnectionStatistics.ExpectedMTU
to be 800. As the code comments mention 576 is the smallest MTU, if you want to be extra strict, that's a good value to check too.
It definitely sounds like it's not a server issue. It's possibly a client error, but it would suggest that the game is hanging or failing to handle messages for multiple seconds, so that's unlikely. Therefore it's probably a network issue, which are very tricky to resolve. Could also be a bug, but that also will take a lot of digging to figure out.
Really hopeful that MTU tracking helps because I'm afraid I won't be too much help otherwise.
from hazel-networking.
Yeah, so to be clear, these two errors are very common because they are the generic "Disconnected" error. Since you mentioned Turkey, I assumed that it might be regional since we have seen firewall issues in the past, but it doesn't really sound like that's the case here.
The other thing that could be regional-specific would be packet size. If you send a packet that is larger than about 800 bytes, you may start to see increased packet drop. This would get really bad up until 1200 bytes where it's nearly 100% drop rate. This is called MTU and Hazel has no built in features to fix it, but we did add a statistic to detect it:
UdpConnection.Statistics.FragmentableMessagesSent
. Looking at it now, you might want to adjustConnectionStatistics.ExpectedMTU
to be 800. As the code comments mention 576 is the smallest MTU, if you want to be extra strict, that's a good value to check too.It definitely sounds like it's not a server issue. It's possibly a client error, but it would suggest that the game is hanging or failing to handle messages for multiple seconds, so that's unlikely. Therefore it's probably a network issue, which are very tricky to resolve. Could also be a bug, but that also will take a lot of digging to figure out.
Really hopeful that MTU tracking helps because I'm afraid I won't be too much help otherwise.
Thanks a lot, and thanks for the explanation!
I will put into the client this statistic + more like packet loss and that will help me identify the problem.
btw this is the game, was a pleasure using this library!
https://store.steampowered.com/app/1904820
from hazel-networking.
Related Issues (15)
- Creating several clients in one application causes "Duplicate add MessageReader" exception HOT 4
- How to host using Hamachi? HOT 1
- Does Hazel support any form of encryption? HOT 2
- Socket.Poll on listener causing app to freeze during shutdown HOT 1
- Does this support reliable packet fragmentation? HOT 1
- Could I attach an audio source to 3d objects(players) with this so people could essentially talk to each other in a virtual space like vrchat? HOT 3
- [Question] What is correct implementation for communicating consoles in other networks? HOT 1
- [Bug] A malformed packet can be used to leak old packets HOT 3
- Stack overflow at random times(might be related to DDOS attacks) HOT 4
- Exception: Duplicate add MessageReader HOT 1
- Very minor: ConnectLikeAJerk test failed on first run
- Does Hazel support TCP? HOT 1
- [Bug] The server blindly trusts the packet size that is specified in the packet itself HOT 1
- How to detect disconnections? HOT 1
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