This was network issues... see this post for how to test your network. Original Post Hi, just wondering if anyone else is seeing the game engine stall for long periods (up to a minute) on OS X? It was like playing turn by turn in the last waidhofer game with lobbyId: 8138326540117698228 While the game engine wasn't stalled I could queue up everything, then it would stall and I wouldn't see any updates for up to a minute or until I reconnected. Network seems fine, Coherent UI is working with normal sim and client FPS but the game engine was just stalled. Something seemed to change in OS X with 79317 when I noticed slows starts and panels failing to load when on Uber settings: https://forums.uberent.com/threads/hotfix-build-79380-is-live.68270/page-2#post-1076540
OK... this was a tier 1 network issue with routes from Australia / New Zealand to Soft Layer Dallas via Telstra Global. Packet loss was around 75% - 85% and has now dropped to around 30% (still unplayable). Soft Layer are aware of the issue.
I have had a similar issue, pretty much for forever, how would I go about trouble shooting my network connection to identify where the problem lies?
@mikeyh Windows 7 and to US Central. I very much doubt that it's really a similar issue to what you had, but since it's similar symptoms I just threw it in here
mtr is the simplest way to see packet loss and network issues: https://www.linode.com/docs/networking/diagnostics/diagnosing-network-issues-with-mtr You have a couple of options on windows: linux virtual machine winmtr: http://sourceforge.net/projects/winmtr/ (shows less information) To test against an Uber server instance try the following: create a a private game check your most recent logs for the last Connect to [host : port] worked eg 174.37.76.35:9003 run mtr or another tool against that ip address eg mtr 174.37.76.35 The game has to be active to make sure the server instance is not reclaimed. You'll get something like this from mtr on linux: (I've removed my local network data) Code: Host Loss% Snt Last Avg Best Wrst StDev <snip> 3. ae-0-942.cr1.mdr.vygr.net 0.0% 253 5.1 7.9 4.3 91.6 10.2 4. 203.97.9.97 0.0% 253 5.1 7.4 4.4 72.7 8.0 5. unknown.telstraglobal.net 0.0% 253 8.3 8.8 5.7 48.5 4.4 6. i-0-6-4-1.tlot-core01.bx.telstraglobal.net 0.0% 253 132.4 132.7 130.3 137.5 1.3 7. i-0-4-0-8.eqnx-core01.bi.telstraglobal.net 0.0% 253 162.7 163.8 160.9 183.4 2.3 8. i-0-5-0-0.eqnx03.bi.telstraglobal.net 0.0% 253 162.0 163.4 161.3 257.0 8.0 9. te1-7.bbr01.eq01.sjc01.networklayer.com 0.0% 253 161.9 162.6 161.1 186.0 3.3 10. ae7.bbr02.eq01.sjc02.networklayer.com 0.0% 253 162.5 162.7 161.2 248.7 5.9 11. ae0.bbr02.cs01.lax01.networklayer.com 0.0% 253 169.6 170.1 168.7 213.6 3.8 12. ae7.bbr01.cs01.lax01.networklayer.com 0.0% 252 169.1 170.3 168.4 332.7 11.4 13. ae19.bbr01.eq01.dal03.networklayer.com 0.0% 252 196.8 196.9 195.8 221.2 1.8 14. ae0.dar01.sr01.dal01.networklayer.com 0.0% 252 200.3 200.5 199.5 221.3 2.2 15. po1.fcr04.sr05.dal01.networklayer.com 0.0% 252 199.4 201.0 198.8 248.8 5.9 16. 174.37.76.35-static.reverse.softlayer.com 0.0% 252 196.5 196.5 196.2 198.3 0.2
You can often spot network issues if you toggle through stats with control-p: client fps is within normal ranges for your setup sim fps is within normal ranges for numbers of units, players, planets, etc no one else has an issue eg in my packet loss scenario client fps was normal, sim fps was 10 and no one else had an issue. Generally if everyone has an issue check the sim fps first.
Looks like there is a routing issue again with 10-20% packet loss from NZ/AU to US servers via Telstra Global.