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Author Topic: CCCaster v3.0 Rollback Edition  (Read 396850 times)

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Offline T3U

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #150 on: April 26, 2013, 05:40:41 PM »
There might be a need for a desynch check. I was playing with someone and the scores appeared differently for both players; 3-3 and 6-0.

Offline mauve

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #151 on: April 27, 2013, 08:12:58 AM »
answer to all desyncs

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Offline Inso

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #152 on: April 29, 2013, 06:22:02 AM »
Reporting some weird stuff, I actually got real desynchs for the first time with caster.  The connection wasn't really all that stable but it detected delay 2 or sometimes 3, regular play with occasional hiccups, so we tried increasing delay to get more stability. D4 didn't quite cut it and when we tried 5 we consistently got desynchs. Literally every match, mostly first round.

A similar thing happened with another dude, d2 with very few hiccups or dropped inputs, and when we tried d3 amazingly there were slowdowns instead of hiccups. Could have been coincidence, but we played about three matches like that and went back to d2, which proved to be slowdown free.

Otherwise, 1.1 seems a lot better than previous versions, good stuff Mad!
« Last Edit: April 29, 2013, 06:32:42 AM by Inso »
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Offline Funky-kun

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #153 on: April 29, 2013, 08:14:06 AM »
I tried this last night (Switzerland <-> Bulgaria). Sooooo much better than the built-in netplay! Absolutely no slowdowns or dropped inputs. :fap:

However, there are still some desyncs happening. Caster recommended delay 3, and that resulted in desync in about 6-7 mins. Tried delay 2, worked like a gem, but still got a desnyc about 30 minutes in. Strange that lower delay got less desyncs. o_O Both connections were wired and stable.

EDIT: Something else: after a few games I tried connecting to my partner, and CCCaster reported that we had different versions (they clearly were the same). After restart everything was fine.
« Last Edit: April 29, 2013, 08:28:17 AM by Funky-kun »
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Offline Madscientist

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #154 on: April 29, 2013, 11:13:50 AM »
For anyone that saw a desync, did it happen in the middle of a round? or right at the beginning? or after a game was finished?

I have an idea on what the desync issue might be, but it will be easier for me to tell if someone can consistently make it happen.

@Inso: Do the desynchs happen a lot with the same guy? If they do, I might need you to help me test.
« Last Edit: April 29, 2013, 11:20:41 AM by Madscientist »

Offline Funky-kun

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #155 on: April 29, 2013, 11:43:15 AM »
I usually checked with my partner for desyncs after every round, but because of the nature of the problem its kinda hard to figure out exactly when it happens. I believe it happens in the middle of the round, but I can't be sure. For now it occurs seemingly randomly, if I manage to spot a pattern, I'll report.
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Offline Inso

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #156 on: April 29, 2013, 06:31:56 PM »
Yes, I only had desynchs in one set with that one player so far, and only when forcing D5. Tell me what you need and I'll do it. Do you lurk in mizuumi irc?
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Offline Sashi

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #157 on: April 29, 2013, 06:40:53 PM »
Send him a tweet~

I had a set with someone and it went to the arcade mode style Game Over screen after finishing a game. Weirdest bug so far.
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Offline Herja

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #158 on: April 29, 2013, 07:47:14 PM »
I notice the desynchs tend to happen towards the beginning of matches. A wierd thing I noticed with desynchs is that the delay will be higher for whatever reason when we reconnect (4 or 5d before desnch, reconnect and itll be 8 delay).

Also as a side thing, will it be possible to setup a training mode option (since you can technically have two players in training mode)?
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Offline TZSanity

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #159 on: April 30, 2013, 08:21:04 AM »
I've been trying to connect using CCCaster lately, but have failed to get any success.

The error that appears is as shown in the screenshot attached, or is "Error: Socket: :initSocket: error in socket connection/bind"

I'm suspecting it might just be a timeout. Any help would be splendid. Thanks.

Offline abitofBaileys

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #160 on: April 30, 2013, 08:59:07 AM »
Have you or the player you want to connect opened the port at 7000?

Offline Zentaisei

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #161 on: April 30, 2013, 09:29:28 AM »
For anyone that saw a desync, did it happen in the middle of a round? or right at the beginning? or after a game was finished?

I have an idea on what the desync issue might be, but it will be easier for me to tell if someone can consistently make it happen.

@Inso: Do the desynchs happen a lot with the same guy? If they do, I might need you to help me test.

Sorry, this is several days late of a report, from me.  :nyoro:
In response to the desync errors, I manage to catch many of them on stream during a netplay session with a single pal of mine. I hope that this will be of some use to anyone.

[CCCaster version 1.1]

1. www.twitch.tv/ketsumi/b/395747220?t=8m39s
Note: Occurred seemingly at random at the beginning of the round 2.

2. www.twitch.tv/ketsumi/b/395747220?t=11m39s
Note: Occurred seemingly at random during round 1.

3. www.twitch.tv/ketsumi/b/395747220?t=39m57s
Note: Occurred seemingly at random at the beginning of the round 2.

4. www.twitch.tv/ketsumi/b/395747220?t=1h16m35s
Note: Occurred seemingly at random at the beginning of the round 2.

5. www.twitch.tv/ketsumi/b/395747220?t=1h40m13s
Note: Occurred seemingly at random during round 2.

6. http://www.twitch.tv/ketsumi/b/395777630?t=5m20s
Note: It occurred after a large lag spike starting right before round 2.
« Last Edit: April 30, 2013, 09:31:56 AM by Zentaisei »
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Offline Madscientist

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #162 on: April 30, 2013, 09:58:08 AM »
I made a small change that may fix the desync issues.

Updated the same link in the first post. Let me know if it helps
« Last Edit: April 30, 2013, 09:59:53 AM by Madscientist »

Offline TZSanity

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #163 on: April 30, 2013, 11:24:32 PM »
Have you or the player you want to connect opened the port at 7000?

I wasn't sure back then actually, I'll ask my friend later whether the port was open. I'll note though that it is very important for the port to be opened.

Is it just important for the person hosting? Or for both as well?

Offline Sashi

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #164 on: April 30, 2013, 11:31:52 PM »
Just the one hosting. Both UDP and TCP.
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Offline TZSanity

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #165 on: May 01, 2013, 02:27:45 AM »
Asked my friend, his ports were open during that time. Yet we could not connect.

Offline Madscientist

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #166 on: May 01, 2013, 08:59:04 AM »
You friend may be behind more than one router or maybe he didn't open the port for caster in his firewall. He'll have to check and open the ports all the way.

Try using this tool http://www.ipfingerprints.com/portscan.php to check if the port is forwarded correctly, note he needs to have caster hosting on the port for this tool to actually tell if the port is open.
« Last Edit: May 01, 2013, 09:01:07 AM by Madscientist »

Offline Funky-kun

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #167 on: May 01, 2013, 04:07:10 PM »
Tried the new version, partner was even on wireless with some lag spikes. No desync.   ;D

EDIT: Nope, desyncs still occur.  :gonk:
« Last Edit: May 03, 2013, 05:38:52 AM by Funky-kun »
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Offline Rei

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #168 on: May 04, 2013, 08:32:51 AM »
Tried the new version, partner was even on wireless with some lag spikes. No desync.   ;D

EDIT: Nope, desyncs still occur.  :gonk:
If wireless drops packets, there's not much you can do except rollback (I believe)
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Offline Funky-kun

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #169 on: May 04, 2013, 11:16:08 AM »
It didn't desync with wireless, but it did with wired (although realtively rarely, let's say once every 20-30 mins). Same internet connection.  :mystery:

With wireless what happened was the game paused for some frames and then continued normally, no desync or anything. o_O
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Offline Madscientist

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #170 on: May 04, 2013, 04:46:29 PM »
Btw I'm assuming both you and your friend are using the updated v1.1 caster?

The way my caster works, a desync shouldn't happen due to a few dropped packets. However it may happen if a series of packets get dropped or delayed. It does seem really weird that it only happens on wired.

I've been working on spectator mode though, so I haven't really been looking at this.
« Last Edit: May 04, 2013, 05:06:10 PM by Madscientist »

Offline Funky-kun

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #171 on: May 04, 2013, 05:02:05 PM »
Yes, we both use the latest version.

No worries, if I manage to find a concrete reason/correlation for the desyncs I will report, otherwise it's just blind guessing.

Looking forward to the new features. Your work on this is much appreciated!
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Offline mauve

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #172 on: May 06, 2013, 09:56:38 AM »
The way my caster works, a desync shouldn't happen due to a few dropped packets. However it may happen if a series of packets get dropped or delayed. It does seem really weird that it only happens on wired.

I'd like to point out that, although it's extremely rare, corrupted packets do occasionally make valid checksums, improbable as it seems. Even if you do everything 'right', you can't completely avoid desyncs on the internet. (Throwing some extra checksums in doesn't hurt though. Caster itself doesn't bother, and for rollcaster, the rollbacks cover a lot of these up anyway.)

Blocking the game while waiting for data shouldn't cause any desync errors though, provided your wait loop is at the right place. If you get worried about any sort of FPU shenanigans, store the FPU data when you block and reload it when it's time to unblock. But those shouldn't happen without video calls.

Offline Jnas

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #173 on: May 06, 2013, 11:43:35 AM »
Can we get usernames added to the caster connection? Either added through the ccaster.cfg or just by pulling the username from the netconnect.dat?

I usually just post my IP somewhere to host and I'd like to be able to know who's connecting to me without having to memorize IPs. Same for when I connect to a random IP.

Posted here over the major feature request thread because it's a really minor change.

Also, what are the thresholds for delays exactly? The numbers feel really off by MBAC caster (and even mauve's mbaacctool) standards. ~80-90 is delay 4 which was 3 back then and it seems to be the same delay 4 mbcaster was (possibly even worse?).

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Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« Reply #174 on: May 12, 2013, 05:39:04 AM »
Japanese Instructions

http://www.mediafire.com/?8f0kc7dtr0c4qdj
これをダウンロードして、Casterのファイルをメルブラのファイルフォルダーに書き出します。それから、USBレバーを付けた後で、"cccaster.exe"をダブルクリックして、キーコンフィギュレーションが入られる。
上、下、左、右、A、B、C、D、E、A+B (スキップなら、ESCをここで入れて)そのまま、キーはセーブします。
それから、相手のアイピーとポートを入れるか、ホストなら、ポートだけで入られる。クリップボードでアイピーとポートはもうあれば、エンターだけで押してメルブラがやれる。(*´▽`*)

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