Quote:
Originally Posted by Crono
bro i only speak english
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Packet loss: the amount of data being sent between the game server and the game client the fails to reach its destination. This is high when you see something like someone on one side of the spar ring suddenly appear on the other side of the spar ring. I don't know if Graal provides a means of measuring packet loss.
Latency: the time it takes for data to be sent between the game server and the client. This is high when you see things like a player having to swing where the other person is going rather than where they are.
Running Random Sample of Packet Loss and Latency: making random measures of packet loss and latency (e.g. check lag of one randomly selected player, the lag of another randomly selected player, and so on) over time to create an unbiased data set, using the sum of the data to account for natural variation in lag.
From that random data sample, you can create variable thresholds for ping and packet loss, which you can then set to a value such that a player exceeding that threshold and being unable to spar (or kicked from spar) would occur 5% of the time if the threshold were to be applied to the players in the random sample (the 5% spec can be raised or lowered). I have a weighted reservoir sampling algorithm that I posted to Graalians that could be used for the sampling.
So you have that threshold that's calculated from the sampling, call it A. You also have a threshold where it stops being a major issue (e.g. average 350ms ping), call it B. When A < B (e.g. A=20ms; B=350ms), then threshold B applies. Otherwise if A > B (e.g. A=450ms; B=350ms) threshold A applies.
Does that make more sense?
Here's a screenshot of a spreadsheet I made to help illustrate the logic.