Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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thanks hg for making this much better and ty for my avatar aswell
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If you have a large enough lag spike the server will report a different time to what the client says, sadly theres nothing we can do to prevent this as someone playing legit but with connection problems is indistinguishable from someone trying to cheat. Luckily it happens very rarely, your times suggest it took more than half a second longer than usual to contact the server, which is almost unheard of (usually it fluctuates by a couple hundredths of a second at most).
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If you have a large enough lag spike the server will report a different time to what the client says, sadly theres nothing we can do to prevent this as someone playing legit but with connection problems is indistinguishable from someone trying to cheat. Luckily it happens very rarely, your times suggest it took more than half a second longer than usual to contact the server, which is almost unheard of (usually it fluctuates by a couple hundredths of a second at most).
Then whihc do we believe if they're different, the green text or the big ones
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so the clien time thata is on bottom right (the oen that is runnign when doign th elvel) is the correct one?
thanks hg for making this much better and ty for my avatar aswell
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The bottom right one will be correct, yes, but the popup one is the time that was recorded (as theres no way for the server to know that you were playing legit but just had connection problems)
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your times suggest it took more than half a second longer than usual to contact the server, which is almost unheard of
wdym "unheard of"
Click the image to see my graphics suggestions, or here to play EE: Project M!
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LukeM wrote:your times suggest it took more than half a second longer than usual to contact the server, which is almost unheard of
wdym "unheard of"
"unheard of" means never happens, "almost unheard of" means almost never happens
Usually messages over the internet take a fairly consistant amount of time to get to where they're going, for peace's screenshot to happen, the "completed level" message would have to take more than 500 ms longer than the rest of the messages, when usually (at least for me) the time they take (half the RTT in /info) fluctuates between 50 and 80 ms, almost never going outside that range
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If you have a large enough lag spike the server will report a different time to what the client says, sadly theres nothing we can do to prevent this as someone playing legit but with connection problems is indistinguishable from someone trying to cheat. Luckily it happens very rarely, your times suggest it took more than half a second longer than usual to contact the server, which is almost unheard of (usually it fluctuates by a couple hundredths of a second at most).
If you lag thousand times by a millisecond than you’re lagging in total by one second
▼LukeM wrote:If you lag thousand times by a millisecond than you’re lagging in total by one second
That would be the case if it was tied to framerate, but its not.
Its based on both the server time and your computer time, so it makes no difference what happens before that, only the delay in the final message matters (between when its sent by your client and when its received by the server).
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Crybaby wrote:LukeM wrote:your times suggest it took more than half a second longer than usual to contact the server, which is almost unheard of
wdym "unheard of"
"unheard of" means never happens, "almost unheard of" means almost never happens
Usually messages over the internet take a fairly consistant amount of time to get to where they're going, for peace's screenshot to happen, the "completed level" message would have to take more than 500 ms longer than the rest of the messages, when usually (at least for me) the time they take (half the RTT in /info) fluctuates between 50 and 80 ms, almost never going outside that range
In that case, I don't know what you're talking about. I don't know a single person who hasn't experienced the craptastic lag EE has.
Click the image to see my graphics suggestions, or here to play EE: Project M!
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▼LukeMIn that case, I don't know what you're talking about. I don't know a single person who hasn't experienced the craptastic lag EE has.
(see above)
In game lag makes no difference to the timer, only the time between the client sending and the server receiving the message matter (which has nothing to do with EE, only your internet connection)
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If a is the server time, and b the client time, do = ( a +b ) / 2 and you get the fair time.
If a is the server time, and b the client time, do = ( a +b ) / 2 and you get the fair time.
That makes things worse though...
The goal is to prevent people from getting lower times by cheating, but still have a tick-accurate timer to prevent things like latency and lag from making runs faster / slower. The current system completely prevents cheating by submitting an incorrect time (by checking it against the server measured time), but is still tick-accurate apart from the very rare situation where you have a lag spike just as you hit the trophy. Just averaging them would do neither of these things, you could halve your times by submitting time 0, and it would never be tick accurate as theres still uncertainty in the server time
I believe what we're doing currently is the best we can do, theres no way of preventing the "lag spike increases time" thing without making it incredibly easy to cheat.
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doesnt time always be being OFF by a few miliseconds unoticebale beauce of sever in/ouput
thanks hg for making this much better and ty for my avatar aswell
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doesnt time always be being OFF by a few miliseconds unoticebale beauce of sever in/ouput
It wouldn't be noticable after a single run, but if you kept repeating a run you would get slightly different times even if you took the exact same amount of time to complete the world. This would mean that a big part of beating a target time would just be luck, you could be consistantly missing the goal by a second, but if you retried enough times you'd eventually beat it by chance
Anyway, the current system is pretty good, probably less than 1% of runs have incorrect times, everything else is perfectly accurate (to the tick), I don't think we're going to change it.
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