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 🙂

                  xyz man, youre talking in riddles, or maybe youre just sarcastic, i cant tell.. Do you mean you want me to try to put the polling server thing in a separate thread or something? and same for the client? But how would that change anything?

                  • xyz replied to this.

                    kuligs2 But how would that change anything?

                    The frequency of polling won't be tied to node processing i.e. it'd be fully independent of framerate. It'll run (almost) as fast as possible. Other alternative to try would be to just run the server code as a standalone script instead of the main game loop.

                    kuligs2 man, youre talking in riddles, or maybe youre just sarcastic, i cant tell..

                    No, I'm just assuming you're knowledgeable enough. If you're capable of writing an udp server you should be able to understand what "put it in a thread" means.

                    Any code inside a _process() function acts as a part of the body of engine's main game loop. So basically the engine does this with your _process() function under the hood:

                    while(running): #invisible
                    	_process()
                    	wait_for_next_frame() #invisible

                    The problem is that the execution of the body of this "invisible loop" is delayed so it executes exactly once per frame. If you want it to run faster, you'll need the code in _process() to run in a loop that's decoupled from engine's main loop (runs in a thread) or to completely replace the main loop (runs as a custom standalone script instead of the default loop):

                    func my_thread():
                    	while(running):
                    		# do stuff that was previously done in _process()

                    The above loop will now iterate your code independently of engine's frame rate. Each loop iteration won't wait until the frame is finished. It will loop immediately. Assuming you launched that function as a thread or as a main game loop replacement.

                      xyz You over estimated my abilities 😃. I just followed tutorial https://docs.godotengine.org/en/stable/classes/class_udpserver.html, via trial and error methods 😃. But thanks, now i have a vector to work with, Will try this later.

                      This makes sense, but i thought that no matter where i execute function the game will process it once per frame or something, because its all in the same engine, like the process function is the most outter thread you can run your code on. So i didnt think there was posibility to create thread outside the main thread. I knew there was a thread function but i thought i was tied to the same engine loop.

                      But i still dont get why i was getting 100ms when server was on low power machine, and client was on high end machine. And when swapped, i would get almost perfect latency times. Maybe because the high end pc could process more frames? I didnt measure FPS.

                      Im no genius, i may be clever enough to deduct stuff from examples, but i dont know most things, because i dont have any backgrounds, no uni, nothing 😃. I do this out of curiosity, its no my day job or anything, just a hobby to pass time, and im learning many things now, how computers work etc. It turns out that there is a whole different world - computers.

                      • xyz replied to this.

                        kuligs2 I knew there was a thread function but i thought i was tied to the same engine loop.

                        That would pretty much defeat the purpose of running a thread. Threads are useful in Godot precisely because framerate won't interfere with their execution. They'll run independently of the main loop and in parallel with it. So try running the server code in a thread and see what happens.

                        Here's an example to compare the number of process calls vs the number of iterations in a thread loop that runs in parallel:

                        extends Node
                        
                        var process_call_count = 0
                        
                        func _ready():
                        	Thread.new().start(thread_func, Thread.PRIORITY_HIGH)
                        
                        func _process(delta):
                        	print("process call count: ", process_call_count)
                        	process_call_count += 1
                        
                        func thread_func():
                        	var thread_loop_count = 0
                        	while(true):
                        		print("thread loop count: ", thread_loop_count)
                        		thread_loop_count += 1

                        Now I'm sure the difference between polling in _process() vs polling in a loop in a thread will become obvious.

                          xyz Well, there you go again... mystery solved.

                          ClientNode

                          # client_node.gd
                          class_name ClientNode
                          extends Node
                          
                          var udp := PacketPeerUDP.new()
                          
                          var timer = Timer.new()
                          var client_is_running = false
                          var thread :Thread
                          func _ready():
                          	add_child(timer)
                          	timer.wait_time=1
                          	timer.timeout.connect(_on_timeout)
                          	pass
                          	
                          func _process(_delta):
                          	pass
                          
                          func _on_timeout():
                          		#var ut = Time.get_unix_time_from_system()
                          		var ms = str(Time.get_ticks_msec()) #str(int(ut * 1000))
                          		
                          		udp.put_packet(ms.to_utf8_buffer())
                          		
                          func start_ping(ip:String, port:int):
                          	
                          	var error = udp.connect_to_host(ip,port)
                          
                          	if error != OK:
                          		print("ClientNode didnt connect")
                          	else:
                          		print("ClientNode connected")
                          		timer.start()
                          		print("Timer started!")
                          		client_is_running = true
                          		thread = Thread.new()
                          		thread.start(thread_get_packet, Thread.PRIORITY_HIGH)
                          	pass
                          	
                          func stop_ping():
                          	
                          	client_is_running = false
                          	timer.stop()
                          	udp.close()
                          	thread.wait_to_finish()
                          	print("ClientNode disconnected")
                          	
                          	pass
                          
                          func thread_get_packet():
                          	
                          	while(client_is_running):
                          		if udp.get_available_packet_count() > 0:
                          			#var ut = Time.get_unix_time_from_system()
                          			var ms = Time.get_ticks_msec()
                          			var packet_ms = udp.get_packet().get_string_from_utf8().to_int()
                          			var latency = ms - packet_ms
                          
                          			print("latency: %s ms" % latency)

                          ServerNode

                          # server_node.gd
                          class_name ServerNode
                          extends Node
                          
                          var server := UDPServer.new()
                          var peers = []
                          var server_port = 4242
                          var server_is_running = false
                          var thread :Thread
                          func _ready():
                          	pass
                          
                          func _process(_delta):
                          	pass
                          
                          func start_server(port):
                          	var usable_port = server_port
                          	
                          	if port:
                          		usable_port = port
                          		
                          	var error = server.listen(usable_port)
                          	if error != OK:
                          		print("ServerNode didnt listten")
                          	else:
                          		print("ServerNode listenning")
                          		server_is_running = true
                          		thread = Thread.new()
                          		thread.start(thread_poll, Thread.PRIORITY_HIGH)
                          	pass
                          	
                          func stop_server():
                          	
                          	
                          	server_is_running= false
                          	server.stop()
                          	thread.wait_to_finish()
                          	print("ServerNode stopped")	
                          
                          	pass
                          	
                          func thread_poll():
                          	
                          	while(server_is_running):
                          		server.poll() # Important!
                          		if server.is_connection_available():
                          			var peer: PacketPeerUDP = server.take_connection()
                          			var packet = peer.get_packet()
                          
                          			peer.put_packet(packet)
                          			peers.append(peer)
                          			
                          		for i in range(0, peers.size()):
                          			if peers[i].get_available_packet_count() > 0:
                          				var packet = peers[i].get_packet()
                          				peers[i].put_packet(packet)
                          			pass # Do something with the connected peers.

                          MainScene

                          extends Control
                          @onready var udp_ping_server: ServerNode = $UdpPingServer
                          @onready var udp_ping_client: ClientNode = $UdpPingClient
                          
                          @onready var line_edit_ip: LineEdit = $PanelContainer/MarginContainer/VBoxContainer/MarginContainer/HBoxContainer/LineEditIP
                          @onready var line_edit_port_client: LineEdit = $PanelContainer/MarginContainer/VBoxContainer/MarginContainer2/HBoxContainer/LineEditPortClient
                          @onready var button_start_client: Button = $PanelContainer/MarginContainer/VBoxContainer/ButtonStartClient
                          @onready var button_stop_client: Button = $PanelContainer/MarginContainer/VBoxContainer/ButtonStopClient
                          @onready var line_edit_port_server: LineEdit = $PanelContainer/MarginContainer/VBoxContainer/MarginContainer3/HBoxContainer/LineEditPortServer
                          @onready var button_start_server: Button = $PanelContainer/MarginContainer/VBoxContainer/ButtonStartServer
                          @onready var button_stop_server: Button = $PanelContainer/MarginContainer/VBoxContainer/ButtonStopServer
                          
                          
                          # 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:
                          	pass
                          
                          func _on_button_start_client_button_down() -> void:
                          	udp_ping_client.start_ping(line_edit_ip.text,line_edit_port_client.text.to_int())
                          	pass # Replace with function body.
                          
                          func _on_button_stop_client_button_down() -> void:
                          	udp_ping_client.stop_ping()
                          	pass # Replace with function body.
                          
                          func _on_button_start_server_button_down() -> void:
                          	udp_ping_server.start_server(line_edit_port_server.text.to_int())
                          	pass # Replace with function body.
                          
                          func _on_button_stop_server_button_down() -> void:
                          	udp_ping_server.stop_server()
                          	pass # Replace with function body.

                          So i merged everything in one app, and with main scene i orchestrate what happens. Manually start/stop client/server.

                          Distributed this app across few local computers and now im getting better pings.

                          Did a test with swapped machines, same result, just didnt record the results.

                          So can we call it - problem solved? 😃 not sure how else to debug but to maybe host this over internet and try pinging machine somewhere in the world?

                          EDIT: Fixed the thread thing, and updated the codes above

                          upd-ping-43-threaded.zip
                          6kB