xyz how do i specify when the process is called, in other node? Do i add "client" node as child of the server node?

But this wont fix this problem when im doing it with multple machines. so on one machine i would have client process and on other machine i would have server process.. the resulting time wastage would be still incorrect..

Or maybe i dont understand something obvious?

  • xyz replied to this.

    kuligs2 Your "latency" is caused solely by doing it in a single scene tree instance. And it's caused by order of execution of _process() functions.
    Their order of execution is from top to bottom as nodes are displayed in the tree.

    So just try what I suggested, to see if printed "latency" is brought to 0. Then we can discuss it further.

      xyz ive put the code in the main scene script

      #main.gd
      extends Control
      @onready var udp_ping_server: ServerNode = $UdpPingServer
      @onready var udp_ping_client: ClientNode = $UdpPingClient
      
      
      # Called when the node enters the scene tree for the first time.
      func _ready() -> void:
      	pass # Replace with function body.
      
      
      # Called every frame. 'delta' is the elapsed time since the previous frame.
      func _process(delta: float) -> void:
      	if udp_ping_client.udp.get_available_packet_count() > 0:
      		var ut = Time.get_unix_time_from_system()
      		var ms = Time.get_ticks_msec()
      		
      		var packet_ms = udp_ping_client.udp.get_packet().get_string_from_utf8().to_int()
      		var fps = Engine.get_frames_per_second()
      		
      		var latency = ms - packet_ms
      		var engine_time = 1000 / fps
      		var real_latency = latency - engine_time
      		#print("tick: %s ms" % ms)
      		print("latency: %s ms" % latency)
      		#print("latency: %s ms" % real_latency)
      	
      		
      		
      	pass

      wich is at the top of the tree and the latency now is doubled.

      usually it was bellow 20ms now its 34ms.

      Also, i have tested this with client/server apps wich is why i created this example to prove that this is a problem. I have other app that ran as server and client on different machines. Latency times were exactly the same, didnt matter wether im doing this on the same app or different machines.

      for context this is what devs said on this https://github.com/godotengine/godot/issues/93805

      EDIT:
      Tried switching nodes around, didnt help either

      • xyz replied to this.

        kuligs2 It's 100% the order of execution problem. The main node will still run before the server node, so you haven't changed anything in that respect. You need that client receiving part of code to run after the server code.

        Don't be stubborn and try doing what I suggested. You may learn something 😉

          xyz brugh, im not stubborn.. i literately don't understand what you want me to do node wise 😃.. seriously.. im no english man, so maybe its not translating the way you think everybody else understand 😃.. anyways, ill try

          • xyz replied to this.

            xyz ok, got it 😃

            #main.gd
            extends Control
            @onready var udp_ping_server: ServerNode = $UdpPingServer
            @onready var udp_ping_client: ClientNode = $UdpPingClient
            
            
            # Called when the node enters the scene tree for the first time.
            func _ready() -> void:
            	pass # Replace with function body.
            
            
            # Called every frame. 'delta' is the elapsed time since the previous frame.
            func _process(delta: float) -> void:
            	if udp_ping_client.udp.get_available_packet_count() > 0:
            		var ut = Time.get_unix_time_from_system()
            		var ms = Time.get_ticks_msec()
            		
            		var packet_ms = udp_ping_client.udp.get_packet().get_string_from_utf8().to_int()
            		var fps = Engine.get_frames_per_second()
            		
            		var latency = ms - packet_ms
            		var engine_time = 1000 / fps
            		var real_latency = latency - engine_time
            		#print("tick: %s ms" % ms)
            		print("latency: %s ms" % latency)
            		#print("latency: %s ms" % real_latency)
            	
            	udp_ping_server.server.poll() # Important!
            	if udp_ping_server.server.is_connection_available():
            		var peer: PacketPeerUDP = udp_ping_server.server.take_connection()
            		var packet = peer.get_packet()
            
            		peer.put_packet(packet)
            		# Keep a reference so we can keep contacting the remote peer.
            		udp_ping_server.peers.append(peer)
            		
            	for i in range(0, udp_ping_server.peers.size()):
            		if udp_ping_server.peers[i].get_available_packet_count() > 0:
            			var packet = udp_ping_server.peers[i].get_packet()
            			udp_ping_server.peers[i].put_packet(packet)
            		pass # Do something with the connected peers.
            
            		
            	pass

            output:

            Godot Engine v4.3.dev6.official.89850d553 - https://godotengine.org
            Vulkan 1.3.277 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3090
            
            ClientNode connected
            Timer started!
            ServerNode listenning
            latency: 6 ms
            latency: 1 ms
            latency: 1 ms
            latency: 1 ms
            latency: 1 ms
            latency: 1 ms
            --- Debugging process stopped ---
            • xyz replied to this.

              kuligs2 You currently have two nodes:

              UdpPingClient
              UdpPingServer

              Add the third node at the end so you get:

              UdpPingClient
              UdpPingServer
              UdpPingClient2

              Attach a new script to UdpPingClient2 and do the receiving part of client code in that node, i.e. move the _process() function from UdpPingClient to UdpPingClient2.

              Why do that? To force the receiving client code to execute after the server code in the same frame. And why do that? So you can see that there is no actual network latency there. What you perceive as latency is caused by executing the ping receiving code in the next frame rather than in the frame you pinged the server, due to order of "server" and "client" _process() execution.

              well actually idk.. maybe my pc is too fast for this.. i mean i tested this before on garbage can, compared to my gaming rig 😃..

              The old method returns me:

              Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
              Vulkan API 1.3.277 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3090
               
              ServerNode listenning
              ClientNode connected
              Timer started!
              latency: 5 ms
              latency: 3 ms
              latency: 3 ms
              latency: 2 ms
              latency: 3 ms
              latency: 2 ms
              latency: 2 ms
              latency: 3 ms
              --- Debugging process stopped ---

              But the new one 1ms.. man.. gotta have to wait for tomorrow when i get back at work and test this on that garbage pc 😃

              kuligs2 ok, got it 😃

              Ah finally 🙂 That looks more like the actual latency. Although if you did it properly and run it in a single instance, your "latency" printout should be near 0.

              EDIT: Hm, are you again doing it in a script attached to Main? Not good as this script will be executed before the server code. Remember _process() functions are executed from top to bottom as the nodes are displayed in the scene tree.

                ok so did a test on laptop.. yes it works like you said..
                Old method

                new method

                xyz imma try to write separate app for server and client and then test over wifi on local network..

                Do you mean if i write all in one node one script - sever and client, putting client code that sends packet at the top of the process function?

                • xyz replied to this.

                  ok so wrote client app, just the client part, and im getting bad pings 🙁

                  Server is running on other machine..

                  Terminal ping gives me these numbers

                  Running server on laptop and client on my power pc,

                  Godot Engine v4.3.dev6.official.89850d553 - https://godotengine.org
                  Vulkan 1.3.277 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3090
                  
                  ClientNode connected
                  Timer started!
                  latency: 8 ms
                  latency: 5 ms
                  latency: 53 ms
                  latency: 86 ms
                  latency: 19 ms
                  latency: 36 ms
                  latency: 53 ms
                  latency: 67 ms
                  latency: 97 ms
                  latency: 8 ms
                  latency: 56 ms
                  latency: 70 ms
                  latency: 97 ms
                  --- Debugging process stopped ---
                  ``` 
                  yikes :(
                  • xyz replied to this.

                    kuligs2 With separate apps, this would not be a problem. As I said, the problem is only due to how you structured this dummy self-pinging code.

                    You can structure the code in multiple ways. The important thing for the self-pinging app is to ensure that all 3 parts are executed in the proper order inside the same frame:

                    1. client pings server
                    2. server pings back
                    3. client receives the pingback.

                    Your original code was performing 1 and 2 in the current frame and 3 in the next frame. And that was because how you structured the chunks of your code to execute.

                    The takeaway message is to take care to understand how and when is each chunk of your code actually executed inside the single frame processing step.

                    kuligs2 What happens if you disable server's vsync?
                    You can also try putting the server poll code into a high priority thread.

                      xyz Server on laptop - vsync disabled

                      Godot Engine v4.3.dev6.official.89850d553 - https://godotengine.org
                      Vulkan 1.3.277 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3090
                      
                      ClientNode connected
                      Timer started!
                      latency: 66 ms
                      latency: 88 ms
                      latency: 6 ms
                      latency: 6 ms
                      latency: 6 ms
                      latency: 6 ms
                      latency: 5 ms
                      latency: 4 ms
                      latency: 5 ms
                      latency: 5 ms
                      latency: 5 ms
                      latency: 4 ms
                      latency: 48 ms
                      latency: 73 ms
                      latency: 94 ms
                      latency: 14 ms
                      latency: 38 ms
                      latency: 5 ms
                      latency: 87 ms
                      latency: 8 ms
                      latency: 6 ms
                      latency: 55 ms
                      latency: 77 ms
                      latency: 103 ms
                      latency: 26 ms
                      latency: 50 ms
                      latency: 6 ms
                      latency: 94 ms
                      latency: 5 ms
                      latency: 42 ms
                      latency: 5 ms
                      latency: 92 ms
                      latency: 107 ms
                      latency: 36 ms
                      latency: 6 ms
                      latency: 67 ms
                      latency: 67 ms
                      latency: 5 ms
                      --- Debugging process stopped ---

                      vsync enabled

                      Godot Engine v4.3.dev6.official.89850d553 - https://godotengine.org
                      Vulkan 1.3.277 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3090
                      
                      ClientNode connected
                      Timer started!
                      latency: 28 ms
                      latency: 58 ms
                      latency: 78 ms
                      latency: 111 ms
                      latency: 24 ms
                      latency: 42 ms
                      latency: 72 ms
                      latency: 88 ms
                      latency: 122 ms
                      latency: 38 ms
                      latency: 69 ms
                      latency: 103 ms
                      latency: 114 ms
                      latency: 39 ms
                      latency: 53 ms
                      latency: 86 ms
                      latency: 103 ms
                      latency: 36 ms
                      latency: 53 ms
                      latency: 13 ms
                      latency: 97 ms
                      latency: 114 ms
                      latency: 47 ms
                      latency: 63 ms
                      latency: 100 ms
                      latency: 117 ms
                      latency: 52 ms
                      latency: 66 ms
                      latency: 100 ms
                      latency: 111 ms
                      latency: 28 ms
                      latency: 61 ms
                      latency: 78 ms
                      latency: 109 ms
                      latency: 25 ms
                      latency: 59 ms
                      latency: 72 ms
                      latency: 89 ms
                      latency: 25 ms
                      latency: 41 ms
                      --- Debugging process stopped ---
                      • xyz replied to this.

                        kuligs2 Try testing with both vsyncs disabled, and also try swapping the machines.

                          xyz both vsync disabled

                          Godot Engine v4.3.dev6.official.89850d553 - https://godotengine.org
                          Vulkan 1.3.277 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3090
                          
                          ClientNode connected
                          Timer started!
                          latency: 171 ms
                          latency: 192 ms
                          latency: 103 ms
                          latency: 26 ms
                          latency: 51 ms
                          latency: 74 ms
                          latency: 98 ms
                          latency: 19 ms
                          latency: 47 ms
                          latency: 69 ms
                          latency: 91 ms
                          latency: 115 ms
                          latency: 36 ms
                          latency: 60 ms
                          latency: 84 ms
                          latency: 108 ms
                          latency: 29 ms
                          latency: 53 ms
                          latency: 78 ms
                          latency: 102 ms
                          latency: 23 ms
                          latency: 47 ms
                          latency: 71 ms
                          latency: 95 ms
                          latency: 16 ms
                          --- Debugging process stopped ---

                          Swapped machines:

                          Godot Engine v4.3.beta2.official.b75f0485b - https://godotengine.org
                          Vulkan 1.3.278 - Forward+ - Using Device #0: Intel - Intel(R) UHD Graphics 620 (WHL GT2)
                          
                          ClientNode connected
                          Timer started!
                          latency: 8 ms
                          latency: 8 ms
                          latency: 8 ms
                          latency: 10 ms
                          latency: 8 ms
                          latency: 5 ms
                          latency: 9 ms
                          latency: 7 ms
                          latency: 8 ms
                          latency: 9 ms
                          latency: 8 ms
                          latency: 14 ms
                          latency: 14 ms
                          latency: 14 ms
                          latency: 14 ms
                          latency: 14 ms
                          latency: 14 ms
                          latency: 7 ms
                          latency: 14 ms
                          latency: 14 ms
                          latency: 14 ms
                          latency: 7 ms
                          latency: 7 ms
                          latency: 7 ms
                          --- Debugging process stopped ---
                          • xyz replied to this.

                            kuligs2 Now I'm curious to see how an endless loop in a thread would perform 🙂