There's been some discussions recently about people experiencing "lag" during fights, usually those involving larger groups but that's not always the case. I've experienced it myself, and receiving from the game seemed to be fine, but my commands were very delayed in going through. The idea of this poll is to try to identify how wide ranging this issue is and to identify if there's any correlation with client and curing support systems (Svo and Wundersys specifically, since they're the two most widely known/used). If you pick either of the "I use another client" options, please identify which client you're using in a post.
Note: "use" means "have installed", even if you have most of the features disabled.
Comments
Tecton says there's been no server-side lag on processing commands, so the issue seems to be client-side (primarily getting the commands sent to the game, it seems). If the issue was the volume of commands being sent I'd expect the same issue to be seen in 1v1 and other smaller fights, since I imagine if people are spamming in group fights they're probably also spamming in 1v1 fights too (I know that I definitely don't take a different approach to how I enter commands between the two).
I know Dunn said he had the same issue in Twins, but I'm not aware of any other reports of it happening for people in small fights. The volume of input (i.e. text and GMCP data coming from the game) seems to be at least a factor.
Results of disembowel testing | Knight limb counter | GMCP AB files
This time tumblerace I can't do QL when we all stand at the bridge with Tecton, or it will be a 10s lag before the room desc shows up.
Client is definitely the issue, between SVOF, mapper, ndb and offensive scripts.
I did have a single spike a couple days ago during a meeting, but that's about it.
On another note, I have been using Svof 4 in Shaman and Svof 7 on Runewarden. Will update and test again.
oh and my normal ping is .039ish... with a system lag of .071ish
I get input from Achaea just fine and my echos are firing so mudlet is obviously not locked up. Is there some priority in Mudlet that prioritizes receiving input over sending output and the sending just doesn't catch up?
I guess there's no way to know exactly when an input is sent to the server, only when the 'send' function has been called and when you get the response back from the server seeing it process in game?
I was thinking maybe it has something to do with GMCP input being too much for Mudlet, and then like Jhui said maybe it gets handled before sending output? Since all of the GMCP expansions are more new, so that would maybe explain why it's become such a big deal more recently.
It doesn't seem to be queueing related because I stopped using queueing for some fights and still had the same lag.
What I did is any trigger I had that didn't use a matches character I changed it to substring instead of regex. For whatever reason this actually fixed that particular issue.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
I felt like "Noo the irl mhaldorian ddos attacks again" but it was just lag.