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PostPosted: Fri Feb 17, 2012 2:20 am 
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Very fast in Northern California, using Safari on MacOS 10.6.8. Some responses are up to half a second, others much shorter.


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PostPosted: Fri Feb 17, 2012 7:07 am 
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Location: Boston
Are people timing this with some technical method?

I'm holding my watch up to the screen and hitting ENTER just as the digits roll around to (for example --:--:50). Keeping my eye on the digits, I know the time when the response shows up.


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PostPosted: Fri Feb 17, 2012 10:47 am 
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Thanks everyone for testing this with me!

re: Timing. In Chrome, you can press Ctrl-Shift-J to bring up a JS debug console. (Command-Option J on Mac.)

Inside the console, click the Network button and it will show you subsequent requests. Enter a game command in the game window and you should see five requests pop into the monitor. You can ignore the first one; that's where you are idling between turns. The sum of the time value for the other four gives you the time it took the server to process your turn. The ideal range is 200-250 ms total.

(I can post a screenshot if it helps.)

re: Slowness. I will investigate the IE issue. I'm also seeing a slow load problem on iOS devices - it takes a few minutes to connect, though it's quite fast once it does load. I have some packet traces to comb through but I'm optimistic this can be fixed.


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PostPosted: Fri Feb 17, 2012 11:07 am 
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bcressey wrote:
I'm also seeing a slow load problem on iOS devices - it takes a few minutes to connect, though it's quite fast once it does load. I have some packet traces to comb through but I'm optimistic this can be fixed.

Exactly my experience. It takes a long time to load on the iPad, but it's as fast as a desktop terp between turns. (Unexpected, but very nice!)

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PostPosted: Fri Feb 17, 2012 11:11 am 
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Ok, then the delay that I notice is around-about a second. Sometimes a long second.

These are the data from the JS terminal:

348B 48.59s / 119B 55ms / 919B 98ms / 1005B 288ms / 292B 157ms / 263B 1.7min

That last one is certainly the time it took me to get organized and copy the info down. Don't know what the first one is, but there certainly was not a 48 second lag. Don't know where that comes from. It's not the page load, because I cleared the network data and took this off a LOOK command.

Another:

360B 19.34s / 119B 189ms / 919B 109ms / 645B 1.20s / 292B 101ms

--Yeah, I'm not sure about that first entry. It's a getEvent, just before the only inputLine entry.

Well, that's the news from Boston.


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PostPosted: Fri Feb 17, 2012 12:32 pm 
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conradcook wrote:
[48.59s] 55ms -> 98ms -> 288ms -> 157ms [1.7min]

[19.34s] 189ms -> 109ms -> 1.20s -> 101ms [...]


The bracketed ones happen between turns. Your browser keeps an eye on the server to see if it has anything new to report - messages from real-time fuses & daemons, input from other players in your session, etc. You can disregard these values as it's just the server waiting on you to do something.

When you type a command, your browser sends your input to the server (#1). Then the server replies with the new statusline contents (#2), the response to your command (#3), and then asks you for a new command (#4).

The time spent waiting for these replies should be relatively constant for the best experience. Yours ranges between 55ms and 1200ms, which is quite a large spread. 55ms from Boston to VA is about right; some of the other values are really high. It's probably your connection, though there could be a bad router between you and the AWS network.

You can try the west coast server to see if you like it better.

Another thing to try is to open a command prompt (Start -> Programs -> Accessories -> Command Prompt) and type:
Code:
ping -t gs-na-east.tads.io


This will ping the server until canceled with Ctrl-C. You are looking at the "time=" part of each reply. If you see the same fluctuations here that you did in the browser, it's definitely a network issue. If all the times cluster around the same value then it's probably on the server end.


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PostPosted: Fri Feb 17, 2012 8:59 pm 
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Heck, a bad network experience for me is when I spend 15 minutes explaining some obscure point of hypnosis that very few people understand, hit SEND and get a blank 'Connection lost' page that indicates my data's gone.

A long second waiting for a text game is not a bad network experience.


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PostPosted: Sat Feb 18, 2012 1:29 am 
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conradcook wrote:
A long second waiting for a text game is not a bad network experience.


I agree that the stakes are relatively low; most players won't ragequit if a response here and there lags a bit. That's life on the Internet. But if every turn is slow, I expect we'd see a lot of abandoned sessions and some frustrated players.

Fortunately we're in pretty good shape at the moment.

I've finished the packet analysis and concluded that the IE issue is the same as the mobile Safari one. I have some ideas for a fix but I'm not sure what the best approach will be.


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PostPosted: Sat Feb 18, 2012 10:46 am 
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conradcook wrote:
hit SEND and get a blank 'Connection lost' page that indicates my data's gone


Ugh, I hate that. This is why I type out anything longer than a couple of sentences into a local text document, and only paste it into the comment/forum/whatever box when I'm done composing. Even on shorter stuff, I often compulsively copy all the text before hitting "send." I still get hit with it sometimes, though.


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PostPosted: Sat Feb 18, 2012 10:57 am 
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I keep waiting for some super-genius to patent the idea of a page that would replace the blank, "You hit the POST button but your connection died and you lost all your data hahaha sucker" screen with "You hit the POST button but your connection died so here is the information that you just tried to post..." Then one could cut and paste it after the fact.

I also use your workarounds, but every now and then...


Entirely off-topic there.


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