Timeouts happen too frequently. My network can easily connect to your land's official website but often gets kicked from Minetest. #5926

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opened 2024-01-06 23:50:04 +00:00 by Jammy · 11 comments

If it is possible please implement some anti-timeout feature.

If it is possible please implement some anti-timeout feature.

I think that'd be an engine feature

I think that'd be an engine feature
Member

It may possible to increase the timeout, but I think it will only have negative effects for a real-time game.
It's already possible to drown due to timeout - you lose connection and can't swim up, but server thinks you're still there and counts down your oxygen. So you reconnect and find out that you're dead.
Don't see any real positives in doing this.

The only real fix is to improve your connection - if it's a wireless one, try a different place, or switch to wired, try different network equipment, or choose a different internet provider if the problem is outside of your house.

UPD: just to clarify:
You're dying not because of the timeout, but because you actually lost connection to the server, but it treats you like you're still in game until "timeout" mechanism starts working and you're not longer in the game. So it's a basic mechanism of the real-time game where you need to react to stuff happening to you. When you open a web site, it does not matter if you wait 1 second or 1 minute for it to load.

It may possible to increase the timeout, but I think it will only have negative effects for a real-time game. It's already possible to drown due to timeout - you lose connection and can't swim up, but server thinks you're still there and counts down your oxygen. So you reconnect and find out that you're dead. Don't see any real positives in doing this. The only real fix is to improve your connection - if it's a wireless one, try a different place, or switch to wired, try different network equipment, or choose a different internet provider if the problem is outside of your house. UPD: just to clarify: You're dying not because of the timeout, but because you actually lost connection to the server, but it treats you like you're still in game until "timeout" mechanism starts working and you're not longer in the game. So it's a basic mechanism of the real-time game where you need to react to stuff happening to you. When you open a web site, it does not matter if you wait 1 second or 1 minute for it to load.
Author

It is a bug not a feature. I do not think getting kicked has any benefits.

It is a bug not a feature. I do not think getting kicked has any benefits.

Well, would you rather be listed as remaining in the server and die to idk voice mobs or drowning? or would you rather get kicked and having to relog but you're still alive?

In any case this looks more like an internet problem.

Well, would you rather be listed as remaining in the server and die to idk voice mobs or drowning? or would you rather get kicked and having to relog but you're still alive? In any case this looks more like an internet problem.

I can get on YL just fine, although I do rarely get timed out (usually from internet outages or the like), so I see this as more of an internet issue and not a MT issue

I can get on YL just fine, although I do rarely get timed out (usually from internet outages or the like), so I see this as more of an internet issue and not a MT issue

Please consult with your internet provider, that's not a YL issue.

Homegrown methods:

  1. Switch to IPv4 and try to connect to address 94.130.64.154 instead of your-land.de

  2. Perma-ping your router, the yourland server, some unrelated server in your country and some unrelated server in the destination country. In the difference of ping times you can see what's at odds.

Please consult with your internet provider, that's not a YL issue. Homegrown methods: 1. Switch to IPv4 and try to connect to address `94.130.64.154` instead of `your-land.de` 2. Perma-ping your router, the yourland server, some unrelated server in your country and some unrelated server in the destination country. In the difference of ping times you can see what's at odds.
flux added the
3. source/lag
label 2024-01-07 16:38:31 +00:00
Member

i do notice that some players time out far more than others (it never happens to me, for instance).

the timeout is hard-coded to 30 (i thought it was 60 until now) seconds, though of course we could modify the hard-coded values. but if your packets aren't getting to the server for 30 seconds, i don't think that increasing it is likely to help. if anything, it should probably be lowered.

171f911237/src/server.cpp (L545)
171f911237/src/constants.h (L43)

upstream issue https://github.com/minetest/minetest/issues/13039

i do notice that some players time out far more than others (it never happens to me, for instance). the timeout is hard-coded to 30 (i thought it was 60 until now) seconds, though of course we could modify the hard-coded values. but if your packets aren't getting to the server for 30 seconds, i don't think that increasing it is likely to help. if anything, it should probably be lowered. https://github.com/minetest/minetest/blob/171f911237ba937b70f7dab01a1ff5cbaef7d48b/src/server.cpp#L545 https://github.com/minetest/minetest/blob/171f911237ba937b70f7dab01a1ff5cbaef7d48b/src/constants.h#L43 upstream issue https://github.com/minetest/minetest/issues/13039
flux added the
3. source/client
3. source/engine
1. kind/enhancement
labels 2024-01-07 18:00:37 +00:00
Member

It is a bug not a feature. I do not think getting kicked has any benefits.

it's absolutely not a bug. it prevents you from consuming server resources if you're not actually still connected. also, if you timed out your connection was interrupted, you'd never be able to re-connect to the server until it was restarted.

> It is a bug not a feature. I do not think getting kicked has any benefits. it's absolutely not a bug. it prevents you from consuming server resources if you're not actually still connected. also, if ~~you timed out~~ your connection was interrupted, you'd never be able to re-connect to the server until it was restarted.
Member

There's no correlation between loading a web page and the constant flow of communication in a game, so the premise here is flawed. Nice try tho (if we all had time to look at attempts to make us fix the universe for every single player in the game we would literally not be able to function or have lives. If everyone can't do something, think twice about doing it or do it with a bit more thought. (not targeted at this issue specifically but targeted to this player in general - sorry Jamsters)

Any reason this is still open? It's not a bug and YL doesn't control it. MT in general doesn't control it either.

There's no correlation between loading a web page and the constant flow of communication in a game, so the premise here is flawed. Nice try tho (if we all had time to look at attempts to make us fix the universe for every single player in the game we would literally not be able to function or have lives. If everyone can't do something, think twice about doing it or do it with a bit more thought. (not targeted at this issue specifically but targeted to this player in general - sorry Jamsters) Any reason this is still open? It's not a bug and YL doesn't control it. MT in general doesn't control it either.
Member

Any reason this is still open? It's not a bug and YL doesn't control it. MT in general doesn't control it either.

in theory there could be a solution; engine-level AFK detection that'd unload all the areas around the AFK player, and also a mechanism to allow re-connection to a stale session if the original connection can't be re-established. but both of those options would break other expected behavior, and i don't think the core devs would be receptive. i vote wontfix, but will leave the close to alias.

> Any reason this is still open? It's not a bug and YL doesn't control it. MT in general doesn't control it either. in theory there could be a solution; engine-level AFK detection that'd unload all the areas around the AFK player, and also a mechanism to allow re-connection to a stale session if the original connection can't be re-established. but both of those options would break other expected behavior, and i don't think the core devs would be receptive. i vote wontfix, but will leave the close to alias.

Anti timeout feature: Fix your internet. YOU are the anti timeout feature.

Lucky we don't have "result/not a bug" or "result/not our bug"

Anti timeout feature: Fix your internet. YOU are the anti timeout feature. Lucky we don't have "result/not a bug" or "result/not our bug"
AliasAlreadyTaken added the
5. result/wontfix
label 2024-01-13 18:24:23 +00:00
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Reference: your-land/bugtracker#5926
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