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10/8: Problems with Multiplayer

rated by 0 users
Sun, Jul 25 2010 4:24 PM (22 replies)
  • Snaike
    3,678 Posts
    Sun, Jul 25 2010 4:14 PM

    2 years old.

  • BBBUCKSHOT
    94 Posts
    Sun, Jul 25 2010 4:18 PM

    i just had to forfeit a match due to the impossibility of trying to hit my ball - the meter was jumping, stopping, racing, etc - can this not be fixed somehow? it seems to be at its worst on the weekend - can the site not handle the additional traffic? It is very frustrating and if this continues, this site will lose a lot of members, myself included

  • WGTniv
    1,788 Posts
    Sun, Jul 25 2010 4:24 PM

    Hi Tiger,

    That's an incorrect interpretation of what PING is telling you.

    When you PING a computer it sends a single packet of information to the server and that packet is returned to your PC.  It does not go straight from your computer to a WGT server.  Your data "hops" over 20 to 30 servers before it reaches ours.  The slow ping response just means that's how long the trip took and does not indicate that our servers are on the "melt down".

    You can verify this by using a tracert instead of a ping.  Tracert shows your packet's trip step by step.

    Here's the 2nd half of a trace from my PC to WGT.com:

    Tracing route to wgt.com [66.70.125.43]
    over a maximum of 30 hops:

    16    20 ms    20 ms    20 ms  ae-6-6.ebr2.NewYork1.Level3.net [4.69.141.21]
     17    93 ms   103 ms   108 ms  ae-2-2.ebr4.SanJose1.Level3.net [4.69.135.185]
     18   100 ms    93 ms   104 ms  ae-94-94.csw4.SanJose1.Level3.net [4.69.134.254]

     19    98 ms     *       95 ms  ae-44-99.car4.SanJose1.Level3.net [4.68.18.198]

     20    96 ms    95 ms    96 ms  Border2.sjc.datapipe.net [166.90.143.178]
     21    96 ms   100 ms    98 ms  vl11.dist1-2.sj2.datapipe.net [66.70.119.14]

     22    96 ms    97 ms    95 ms  66.70.125.43 <-- Our Server

    Trace complete.

    ----

    As you can see, there is a slow down happening during the jump from New York to San Jose.  I also lost a packet in hop #19.  The increase in ping from #16 to #17 is called a "bottleneck" and it occurs through servers owned by Data Centers that WGT does not control.  Your high ping is a direct result of that.  We do not own any  servers except #22, so unfortunately there's nothing we can do about that.  Perform your own tracert and you will see where the bottleneck occurs for you.  The internet is always in a constant state of flux, so things like this will always happen no matter what.

    The assumption that latency, ping or internet connection speed affects your meter is completely false.  The "high traffic" rumors are as well.  Even during the busiest of times there is hardly a dent in server capacity.

    Your meter (and most of the game itself) is rendered locally on your PC by files that are stored in your cache.  Everything with the swing happens on the user end with no dependency on the server at all.  The server is waiting for your  PC to send the result of the swing after the ding is clicked and will wait there all day. 

    The server only comes into play when the shot result has been sent.  The result is sent to the server, calculated and then almost instantaneously returned to the player.  The player's PC then animates those results as the flight path of the ball and you watch what happened to your shot.  Once the shot is over the server communicates to the player which picture is needed and will send the next picture to the player if it's not already in their cache.  This is what is happening between shots while you are "Loading..".  The new picture loads and we rinse and repeat for the next shot.

    Your connection speed dictates two things as it pertains to WGT: 

    • The speed at which you can load the website.
    • The speed at which you can download and cache files between shots/holes or during the initial load.

    Locking this thread since it's a necro and has been dead for nearly 2 years.  If you feel the need to discuss this further then please start another thread.

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