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

                  kuligs2 So can we call it - problem solved? 😃

                  Mostly 🙂. You still need to do a proper thread cleanup to get rid of that warning. Store the thread object in some variable and call wait_to_finish() on it after you set the loop control variable to false
                  So:

                  var my_thread: Thread
                  
                  func start_server():
                  	# all existing code except thread creation and start line 
                  	# We'll rewrite it like following to keep a reference to the thread object:
                  	my_thread = Thread.new()
                  	my_thread.start(thread_poll, Thread.PRIORITY_HIGH)
                  
                  func stop_server():
                  	# existing code
                  	my_thread.wait_to_finish()

                    xyz Thanks! Will do

                    Also i did test over internet from office to home via wireguard vpn (locally hosted)

                    Seems pretty legit. Im happy!

                    Godot Engine v4.3.beta2.official.b75f0485b - https://godotengine.org
                    Vulkan 1.3.277 - Forward+ - Using Device #0: NVIDIA - NVIDIA RTX A2000
                    
                    ClientNode connected
                    Timer started!
                    WARNING: A Thread object is being destroyed without its completion having been realized.
                    Please call wait_to_finish() on it to ensure correct cleanup.
                         at: ~Thread (core/os/thread.cpp:105)
                    latency: 3 ms
                    latency: 15 ms
                    latency: 2 ms
                    latency: 9 ms
                    latency: 15 ms
                    latency: 11 ms
                    latency: 11 ms
                    latency: 2 ms
                    latency: 4 ms
                    latency: 2 ms
                    ClientNode disconnected

                    xyz Updated my post above with fixed code. Thanks for the help!!

                    • xyz replied to this.

                      kuligs2 Dude, not that I care too much but it's in poor taste to mark your own reply as the "best answer" just because you posted your final code there. I practically tutored you through the whole thread to that "answer".

                        xyz i dont care either, just wanted for newbies like myself in future to find solution. fixed

                        • xyz replied to this.

                          kuligs2 The solution is not in code snippets. It's in understanding things 😉

                            xyz Not so fast Hos!

                            Did atomic tests on laptop and high end pc..

                            Laptop to pc over wifi - lan:

                            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: 7 ms
                            latency: 8 ms
                            latency: 6 ms
                            latency: 6 ms
                            latency: 6 ms
                            latency: 7 ms
                            latency: 7 ms
                            latency: 6 ms
                            latency: 7 ms
                            ClientNode disconnected
                            ServerNode listenning
                            --- Debugging process stopped ---

                            pc to laptop over wifi:

                            Vulkan 1.3.277 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3090
                            
                            ServerNode listenning
                            ClientNode connected
                            Timer started!
                            latency: 75 ms
                            latency: 3 ms
                            latency: 125 ms
                            latency: 3 ms
                            latency: 71 ms
                            latency: 94 ms
                            latency: 16 ms
                            latency: 40 ms
                            latency: 64 ms
                            latency: 94 ms
                            latency: 112 ms
                            latency: 33 ms
                            latency: 58 ms
                            ClientNode disconnected
                            --- Debugging process stopped ---

                            This makes no sense, if the timing was done the right way then the ping times should have atleast been similar on both devices over the same distance.

                            What im getting is that between computers with similar specs (the ones i tested yesterday) seems like it shows comparably true latency times, but when its high end vs low end then its not the case...

                            Also laptop is linux and pc is windows. Not sure if that changes anything. So im not sure what else to try.. 🙁

                            • xyz replied to this.

                              kuligs2 This makes no sense, if the timing was done the right way then the ping times should have atleast been similar on both devices over the same distance.

                              What "timing"?
                              If your client and server are polling as fast as possible, then the "problem" is with your networks and has nothing to do with Godot. It could also be the case that a thread is not getting enough of a time slice and/or not being put on a separate core. This again is the responsibility of the OS and Godot can do nothing about it.

                              You want the server to run as fast as possible. So it needs to be on a fast machine. You can try the other alternative I've suggested earlier, namely running the custom main loop and do everything in the main thread. Also don't forget to shut down any other unneeded work the server machine may be doing because it can steal cpu cycles that otherwise would be used by the server app.

                              In general, if you run the server and the client as separate apps on the same machine communicating via localhost - there should be zero latency. If that is indeed the case then there's nothing more that can be done on Godot side.

                                xyz If your client and server are polling as fast as possible, then the "problem" is with your networks and has nothing to do with Godot

                                How come using "ping" command in terminal produces constant results and are not in sort of same margins that im getting on either of my godot application examples?

                                There is nothing wrong with the network as i can reproduce the "pings" ICMP, from one to other computer with close to similar results. in this case pc to laptop and vice versa 1-3ms... Not 100ms in one way and 8ms in other way.

                                xyz It could also be a case that a thread is not getting enough of a time slice and/or not being put on a separate core. This again is the responsibility of the OS and Godot can do nothing about it.

                                This could be the problem, as the problem occures only on low spec machine, while the high spec machine as server gives out good pings, and low spec server gives out delayed pings.

                                xyz You can try the other alternative I've suggested earlier, namely running the custom main loop and do everything in the main thread.

                                Are you talking about this? https://docs.godotengine.org/en/stable/classes/class_mainloop.html How is is different from running separate scripts? It seems like it is just a plain script that extends mainloop class? So in this case if i put the server code in this script, do i poll in the _process or create a thread like we did yesterday?

                                The whole idea behind this exercise is to eventually make a lobby system, where players host a game, game sends address to masterlist, other players query master list for hosted games, make connections to the hosted games, get game info, view all games in a browser and join. In other words - server browser.

                                I have figured out the masterlist thing, and game info thing, now i just wanted to show players the ping between their machine and the hosted game machine, so that they would be able to join the ones that are closer - lesser latency.

                                • xyz replied to this.