PacketFlow - For Ashita And Windower |
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PacketFlow - For Ashita and Windower
That is arguably a gearswap bug, but it is caused by this problem. Gearswap calls your aftercast function when the result chunk arrives for your action. If that chunk gets dropped, you don't put on your aftercast set. I should probably make it happen on a static max delay instead of allowing it to just not happen, but there are tradeoffs there too that could have you in the wrong set as well.
The issue I see in Dynamis often, is not getting the messages back about rolls. Sometimes I will double up and never see what number I landed on, which makes COR really hard to play.
Lakshmi.Byrth said: » That is arguably a gearswap bug, but it is caused by this problem. Gearswap calls your aftercast function when the result chunk arrives for your action. If that chunk gets dropped, you don't put on your aftercast set. I should probably make it happen on a static max delay instead of allowing it to just not happen, but there are tradeoffs there too that could have you in the wrong set as well. It's easy enough to workaround most of the time and fairly uncommon, for me at least. My point was more that it seems like gearswap has a little better visibility into running actions than the UI components do, aside from those corner cases. I can usually see spells or longer running actions going off by monitoring gear swaps even if the animation doesn't start, but I always see the animation for completion (e.g. I see the cure but not casting it). It's helpful to see if these actions are running even if the animation isn't going off, but I do understand/assume they are distinct operations that don’t have to be handled together (making not 100%, but somewhat consistent) Offline
Posts: 619
How does one download this to test it? I don't see it even after enabling konami code plugins.
Meeeeeep said: » How does one download this to test it? I don't see it even after enabling konami code plugins. Edit: To be clear you need to reenter the code for it to pop up, even if you have entered the code before. Meeeeeep said: » How does one download this to test it? I don't see it even after enabling konami code plugins. You need to input the Konami code while in the Plugins tab. It showed up for me along with the other Konami code plugins. I have malwarebytes and the following whitelist. I still had to disable the antivirus software when I loaded windower after I deleted the updates folder for the plugin list to repopulate at all. PacketFlow did not appear until I did.
I already had Konami plugins visible however PacketFlow wasn't. Doing the inputs again made it show up just fine.
Asura.Iamaman said: » Asura.Geriond said: » Maybe next time it happens to me I'll keep an eye on recast or TP to see if it's delaying the actual action or just the displaying of it. I've gotten to where in C and Dyna runs, I'll monitor what EquipViewer is doing to see if the requested action is happening. Particularly tanking in C, if I'm pulling 2 groups of mobs, it's rare that I see the casting animation triggered, but the change in gear followed by the action seems pretty consistent. So for instance if we have two groups and I cast a cure, the casting animation rarely seems to start until the spell goes off, but I can see in EquipViewer that I'm in my SIRD set. Someone with familiarity w/ the packet handling code might be able to comment on whether or not this is actually accurate or not, but the behavior seems pretty consistent for me in most cases (e.g. I see SIRD set, spell ends up going off even if animations aren't happening). I'd assume there is some acknowledgement of these gearswaps coming from the server to indicate the swap happened, but I don't know concretely, it seems equally possible that EquipViewer is seeing the outgoing set change and assuming it's correct. That said, I've had problems where I get stuck in sets, although it's typically when fighting Mireu. I've seen it happen in Odyssey content, though, and it appears unrelated to monster actions, but it's infrequent. All that being said, I've had a few runs lately where there is absolutely some kind of input delay: sets don't swap, action doesn't go off, and recast doesn't change. There was one run in particular where everyone seemed to have that problem, but again, it is uncommon for me at least. In this case, the action is going through fine, but delayed a couple seconds after the action is initiated on the client side (or at least, animations/messages/UI feedback make it seem like it is; it might be happening at the right time going by the server and it's only the client feedback that is delayed). Asura.Geriond said: » That's a separate issue, where the action goes through on time, but certain parts of it are lost, like the animation, the messages, or some of the gear swsps. In this case, the action is going through fine, but delayed a couple seconds after the action is initiated on the client side (or at least, animations/messages/UI feedback make it seem like it is; it might be happening at the right time going by the server and it's only the client feedback that is delayed). I don't know what your issue is exactly, but the only time I've seen behavior like this was due to a race condition on the client side. Specifically, cases where shortcuts and itemizer fight for ownership of a Ninjutsu cast. Offline
SE shills in shambles as yet another 3rd party solution comes out to fix something SE said is impossible.
Lakshmi.Byrth said: » Asura.Geriond said: » That's a separate issue, where the action goes through on time, but certain parts of it are lost, like the animation, the messages, or some of the gear swsps. In this case, the action is going through fine, but delayed a couple seconds after the action is initiated on the client side (or at least, animations/messages/UI feedback make it seem like it is; it might be happening at the right time going by the server and it's only the client feedback that is delayed). I don't know what your issue is exactly, but the only time I've seen behavior like this was due to a race condition on the client side. Specifically, cases where shortcuts and itemizer fight for ownership of a Ninjutsu cast. A more severe variant of this issue is also what everyone was complaining about when Gaol first came out. I seem to remember people figuring out that it was the server querying the player's trust list many times per second, which was crowding out other communication. GetHelpNerd said: » SE shills in shambles as yet another 3rd party solution comes out to fix something SE said is impossible. History repeats itself, a lot of solutions claimed to be impossible are also done via 3rd party with xiv as well. How things never change. Was using it last night pulling in Dynamis. Most statues was doing their route and changing colours as they should. Never saw a spell get lost in transition. Receive was hitting 4800+ occasionally.
Always suffered from horrific lag being in the UK and high ping to server. Was hitting up to R5000 in Dynamis, 3 characters logged in. Pretty much no lag. Incredible work
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Looks like last month/s until ban might feel enjoyable (from lag perspective) finally. Nice :)
GetHelpNerd said: » SE shills in shambles as yet another 3rd party solution comes out to fix something SE said is impossible. "It would be more difficult than you assume" is a fair assessment regarding making low level network changes to a 15 year old codebase, let alone 20 years old now. It's a safe bet that those who have been reverse-engineering the API for years know more about it than anyone actively maintaining the game just for how unlikely anyone who actually wrote that code is still on the project. Byrth, you're a legend as always. Just tooling around and this is black magic *** on the level of the original 60fps tool. Just the same, if they end up banning for this I won't want to go back anyway. Observations: Delivery box runs faster. Zoning is faster. Escha portal in Qufim appeared before I even took three steps toward it. A quick Domain Invasion was smooth as butter. Offline
Posts: 319
Would a Mireu fight be considered an instance?
zixxer said: » Would a Mireu fight be considered an instance? No, and the bandwidth requirements there are so high that it probably won't make much of a difference. That is a great example of the packet prioritization system functioning as intended, with one caveat. If you never get a chunk telling your client that Mireu has spawned (not a chunk that directly affects you), then you cannot render subsequent action messages about it. However, if you do get it to spawn then you'll see almost / all of the packets directly affecting you (and those of your party) in addition to a billion other actions. You may die unexpectedly, but you'll be able to look up in the log and see what killed you. You are missing out on a lot of other actions, but they don't affect your experience too much and honestly most of us probably wish we got fewer "Rando took 5 damage from Spikes" messages. So even if you only see 10% of the actions happening, they're the 10% that matters. This is the part that's broken in instances. Moving that 10% of the actions to 16% of the actions is unfortunately not going to get you a spawn chunk for Mireu. You need to run back and forth across the 50' yalm radius away from Mireu (approximately the range you get sent spawn chunks at) for that. Packetflow might improve your odds of getting a spawn chunk when hopping across that border. Lakshmi.Byrth said: » not going to get you a spawn chunk for Mireu. You need to run back and forth across the 50' yalm radius away from Mireu (approximately the range you get sent spawn chunks at) for that You can set your target to Mireu in outgoing 0x15 to force prioritization of his spawn packets(server sends every couple seconds for your current target). Someone would have to throw together an addon for that, but it's pretty straightforward, just have to grab his index in each zone or pull it from dat in real time. I just did my first Sheol C with this.
Thank you, I love you. Offline
Posts: 4618
So is this an issue with instanced content and so a limitation of that or is this actually just the current developers not fully understanding how to set this stuff up and it happens in all content created from Dyna D on.
If the developers were English speaking they could be informed of this and they could potentially fix it for everyone, however since they are Japanese they never will. If I could make a suggestion, maybe set this addon up to only work in certain zones maybe since it's not needed anywhere else. If this starts using up more bandwidth, form a lot of people it will potentially increase server costs and they will notice that and try to find out why that's happening. However if only kicks in when it's needed it will have far less impact maybe? edit nvm you addressed this Offline
Posts: 4618
GetHelpNerd said: » SE shills in shambles as yet another 3rd party solution comes out to fix something SE said is impossible. To be fair, I don't think they said it's impossible. If they did however what they meant is, for them. It's like asking me to fix an engine, it's impossible for me. Keep in mind they literally have 0 engineers on staff. RadialArcana said: » GetHelpNerd said: » SE shills in shambles as yet another 3rd party solution comes out to fix something SE said is impossible. To be fair, I don't think they said it's impossible. If they did however what they meant is, for them. It's like asking me to fix an engine, it's impossible for me. Keep in mind they literally have 0 engineers on staff. More like they don't have anyone available who knows the language the server netcode is written in and is able to modify it without unintended side effects. What Bryth and Thorny did was find a loophole in the client - server communication design and use it to make the server talk to the client more frequently. It's like we can use dgVoodoo2 / reshade to "upgrade" the graphics of the game without having to mess with the clients graphics code. I'd like to propose a 'smart' mode where PacketFlow is active for the first ten or twenty seconds on loading a non-instance zone and disabled in normal areas afterward. It doesn't make enough of a difference outside of that window (in non-instances) besides cycling the delivery box a tiny bit faster, but stuff like instantly loading the NPCs on entering Escha is so nice.
Should be a trivial extra load on the servers for public use then. So I have no idea about any of this stuff but does increasing bandwidth by 60% increase server cost for SE? Assuming enough people are using this.
Asura.Bippin said: » So I have no idea about any of this stuff but does increasing bandwidth by 60% increase server cost for SE? Assuming enough people are using this. Asura.Bippin said: » So I have no idea about any of this stuff but does increasing bandwidth by 60% increase server cost for SE? Assuming enough people are using this. I can picture it in my mind: data analyst/business intelligence at square enix presenting in front of the producer/higher ups for ffxi "...and this graph shows that our 10k monthly bandwith/server costs in june increased to 20k, we're investigating the causes but we believe it might be due to a third party addon." I'm sure this will go very well for the future... the producer and execs will definitely turn a blind eye, what could go wrong affecting the bottom line of square enix on a game in its sunset stages? Unless the claim it increases the bandwith has been exaggerated I would not risk it considering they will notice this and some higher up will get this shut down instantly |
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