Fix flower menus being affected by latency

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Fix flower menus being affected by latency

Postby SnuggleSnail » Sun Oct 27, 2024 3:33 pm

I made a script that processes chickens normally with 0 "human delay" just to time how long it takes due to ping, and 16chickens takes a touch under a minute* with my shitty Australian latency. My Dutch friend can do it manually in less than 10 seconds. With the same script less than 1 second.

The game is currently majority RU/EU, probably in part because of how bad it feels to play with high ping. Steam will bring in more regionally diverse (high ping) audience. Would strongly recommend resolving flower menus being affected by latency before then.

We solved it fairly easily in our client, and IMO for how simple of a fix it can be this probably has one of the best effort:reward ratios of any dev time that could be spent on the game
Last edited by SnuggleSnail on Sun Oct 27, 2024 3:49 pm, edited 1 time in total.
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Re: Fix flower menus being affected by latency

Postby vatas » Sun Oct 27, 2024 3:45 pm

This thread is more or less a duplicate, but it's a bit more clear about the issue and isn't swamped with old posts.

OLD THREAD

Most worthwhile key points, just in case:
1. There is no difference whether you use mouse or keyboard shortcuts.
2. The issue is 100% about latency, or rather the game working in way that effectively doubles it. (Ping rising 50->100 is much less noticeable than 200->400.)
3. Nobody has figured out any practical reason for why the flower-menus are implemented in a way that effectively doubles the latency.
4. There may be other related issues where UI moves faster than the server's "rubber stamp."
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Re: Fix flower menus being affected by latency

Postby terechgracz » Sun Oct 27, 2024 3:56 pm

simulating UI state is retarded and posses exactly 0 benefits only unnecessary implementation cost, clunkier gameplay and will stay forever
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Re: Fix flower menus being affected by latency

Postby mulamishne » Sun Oct 27, 2024 4:13 pm

My ping isn't as bad as Snails but when I lived on west coast USA, my god I felt it. I play a lot of old school RuneScape and feeling the difference between client and server side flower menus is insane.
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Re: Fix flower menus being affected by latency

Postby noindyfikator » Sun Oct 27, 2024 5:01 pm

Since flower menu is generated on backend and then send to client its not that easy change. It would as well require rewrite of client. It's not gonna happen soon
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Re: Fix flower menus being affected by latency

Postby SnuggleSnail » Sun Oct 27, 2024 5:10 pm

noindyfikator wrote:Since flower menu is generated on backend and then send to client its not that easy change. It would as well require rewrite of client. It's not gonna happen soon


That's crazy. I fixed it in about 12 lines of code.
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Re: Fix flower menus being affected by latency

Postby noindyfikator » Sun Oct 27, 2024 5:12 pm

SnuggleSnail wrote:
noindyfikator wrote:Since flower menu is generated on backend and then send to client its not that easy change. It would as well require rewrite of client. It's not gonna happen soon


That's crazy. I fixed it in about 12 lines of code.


well, my bad then. Anyway, I agree on the topic. Players with higher ping shouldn't be punished even more
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Re: Fix flower menus being affected by latency

Postby SnuggleSnail » Fri Dec 20, 2024 9:58 am

Bump. Genuinely one of the best effort:reward changes possible. Default client should let you send fm0,1,2,3,4 widget messages immediately instead of waiting for the server to tell you the fm is open
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Re: Fix flower menus being affected by latency

Postby WowGain » Fri Dec 20, 2024 10:34 am

this pleaseeeeeeeee
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Re: Fix flower menus being affected by latency

Postby vatas » Sat Dec 21, 2024 9:30 am

Only potential "reasoning" against this fix, is a very ignorant take "I'm lucky to have low ping to HnH server and I don't see any problem."
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