Race results are not correct in TM2 Stadium 'Rounds'?

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TGYoshi
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Joined: 15 Mar 2011, 16:59

Re: Race results are not correct in TM2 Stadium 'Rounds'?

Post by TGYoshi »

bel1be wrote:
TGYoshi wrote:Lag does not influence the results at all, since you still drive your run locally and just send the result to the server (which validates it after ...). The only thing that's influenced by lag are "live" stats, causing the thing menitioned.
????????? i hope you do still drive the game and please tell my in this case what settings i have wrong , that my game is always influenced by lag on the server , and i mean not always the results , but also the speed down at one moment to the other (and no no drive error or pc issue example >>> on straight line speed fails down) BUGS in dirt , always have them . do i continue , it will by a long list ....... not to talk about the bird eye
I note i only drive rounds mode ..........
Same problems from Tm 1 are in Tm2
And correct my , but Canyon dit solved the lag problem after 2 mounds when it was released
Do you even have an approximate idea how it works?
You can safely see multiplayer as singleplayer where your racing results are sent to the server. You don't drive "live" on the server. (In SM you kinda do)
In any non-rounds mode the cars you see driving are parts of replays.
In rounds modes, cars are exactly that but have movement prediction (then you might see 'jumping' cars), and "incorrect" stats. Then of course, sending the results to the server also has some lag.
As I've developed a gamemode for TM2 things like these have been clarified a lot for myself. There's a server time and a race result (the times/ghost/.. the client sent to the server, which the server validates etc.). The server sends this client-sent data to every other player, but this has lag.
masleyko wrote:Actually very important stuff is xaseco interface ...
ALL LAGY SERVERS having million of widgets, showing. triple karma system resulting in huge databases ... it mostly isnt maniaplanet servers lag... its caused by serveradmins wanting milion of stats for milion of ppl showing all the time ..
reading and writing entries into databases for 50 ppl is gonna take a long.. as well as calculating server ranks karmas and so on
for that reason i made for our servers elegant and quick transparent interface ..
you can check one of our SAW servers .. Top speed or Top Rounds.. even with more than 25ppl no lag at all ...
Only sending the manialinks/chat/other xml-rpc calls could cause some (very little) additional server-sided lag. In TM this barely matters at all anyway. Database operations in an external application won't influence performance if the machine is half-decent.
=3
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masleyko
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Re: Race results are not correct in TM2 Stadium 'Rounds'?

Post by masleyko »

TGYoshi wrote: Only sending the manialinks/chat/other xml-rpc calls could cause some (very little) additional server-sided lag. In TM this barely matters at all anyway. Database operations in an external application won't influence performance if the machine is half-decent.
How would you explain my observations then ? I`m not arguing i might be wrong .. but how wouuld yuo explain those laggy xaseco on servers with overcrowded interface ?
>SAW<爪火ふまミץどσ ¡ ツ
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TGYoshi
Posts: 795
Joined: 15 Mar 2011, 16:59

Re: Race results are not correct in TM2 Stadium 'Rounds'?

Post by TGYoshi »

masleyko wrote:
TGYoshi wrote: Only sending the manialinks/chat/other xml-rpc calls could cause some (very little) additional server-sided lag. In TM this barely matters at all anyway. Database operations in an external application won't influence performance if the machine is half-decent.
How would you explain my observations then ? I`m not arguing i might be wrong .. but how wouuld yuo explain those laggy xaseco on servers with overcrowded interface ?
The server is laggy itself (bad network or machine) or the controller can't handle it (panels take some time to display etc. then).
=3
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