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    latency of connection monitoring

    Scheduled Pinned Locked Moved General pfSense Questions
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    • johnpozJ
      johnpoz LAYER 8 Global Moderator
      last edited by

      So do you know what port(s) the game uses? Pretty sure you could look it up for firewall for the game... Then look in your state table for destination IPs going to those port(s)

      An intelligent man is sometimes forced to be drunk to spend time with his fools
      If you get confused: Listen to the Music Play
      Please don't Chat/PM me for help, unless mod related
      SG-4860 24.11 | Lab VMs 2.7.2, 24.11

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      • N
        Nthly
        last edited by

        Sure,
        TCP: 53, 80, 3074
        UDP: 53, 88, 500, 3074, 3075, 3544, 4500

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        • johnpozJ
          johnpoz LAYER 8 Global Moderator
          last edited by

          Yeah some of those are BS.. 53 and 88..

          But ok look for some sates in your state table for say 3074 while playing the game..

          An intelligent man is sometimes forced to be drunk to spend time with his fools
          If you get confused: Listen to the Music Play
          Please don't Chat/PM me for help, unless mod related
          SG-4860 24.11 | Lab VMs 2.7.2, 24.11

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          • N
            Nthly
            last edited by Nthly

            Here are some,

            185.34.107.128:3074 outgoing
            184.155.109.165:3074 incoming
            99.45.180.232:3074 incoming

            Plus these
            172.16.1.10:3074 -> 13.89.46.200:3544
            13.89.46.201:3544 -> 172.16.1.10:3074

            Quite a few states have around 10 packets or just over it. some states have kbps.

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            • johnpozJ
              johnpoz LAYER 8 Global Moderator
              last edited by

              Great then ping those - what is the latency..

              An intelligent man is sometimes forced to be drunk to spend time with his fools
              If you get confused: Listen to the Music Play
              Please don't Chat/PM me for help, unless mod related
              SG-4860 24.11 | Lab VMs 2.7.2, 24.11

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              • GrimsonG
                Grimson Banned
                last edited by Grimson

                Like most console games it's likely using p2p for multiplayer, which means one of the players is also the host. So latency will always vary, based on who is hosting the match and how their network holds up/is used. So if your connection is fine there is not much more you can do.

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                • johnpozJ
                  johnpoz LAYER 8 Global Moderator
                  last edited by

                  ^ exactly!

                  An intelligent man is sometimes forced to be drunk to spend time with his fools
                  If you get confused: Listen to the Music Play
                  Please don't Chat/PM me for help, unless mod related
                  SG-4860 24.11 | Lab VMs 2.7.2, 24.11

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                  • H
                    Harvy66 @johnpoz
                    last edited by Harvy66

                    @johnpoz said in latency of connection monitoring:

                    .02 to .04 ms??

                    WTF dude are you running? Never seen even lan ping times that low..

                    0.00003 seconds... Come on...

                    Are you pinging the boxes own IP? That is not really a test of network latency..
                    That is pfsense pinging itself.. Sure ok if that was high then something major wrong.. But that doesn't tell you how long it takes to get from pfsense to where your going and back ;)

                    To PFSense

                    C:\Utilities\hrping>hrping -q -t -c 2 -s 0 192.168.1.1
                    This is hrPING v5.07.1148 by cFos Software GmbH -- http://www.cfos.de
                    
                    Source address is 192.168.1.2; using ICMP echo-request, ID=2c37
                    Pinging 192.168.1.1 [192.168.1.1]
                    with 32 bytes data (60 bytes IP):
                    
                    [Aborting...]
                    
                    Packets: sent=32251, rcvd=32251, error=0, lost=0 (0.0% loss) in 1.444008 sec
                    RTTs in ms: min/avg/max/dev: 0.001 / 0.072 / 1.346 / 0.015
                    Bandwidth in kbytes/sec: sent=1340.061, rcvd=1340.061
                    

                    Min of 0.001ms

                    To the first hop in my ISP

                    C:\Utilities\hrping>hrping -q -t -c 2 -s 0 x.x.x.x
                    This is hrPING v5.07.1148 by cFos Software GmbH -- http://www.cfos.de
                    
                    Source address is 192.168.1.2; using ICMP echo-request, ID=ac40
                    Pinging x.x.x.x [x.x.x.x]
                    with 32 bytes data (60 bytes IP):
                    
                    [Aborting...]
                    
                    Packets: sent=1181, rcvd=1179, error=0, lost=2 (0.1% loss) in 2.157322 sec
                    RTTs in ms: min/avg/max/dev: 0.156 / 0.256 / 1.425 / 0.144
                    Bandwidth in kbytes/sec: sent=32.846, rcvd=32.790
                    

                    min 0.156ms

                    I assume the actual latency is lower, but I see packetloss from the host CPU of the core router not able to keep up.

                    You have to do ping floods to get really low measured latency because of CPU context switching. If you send one packet and block waiting, the kernel switching back to the thread takes a really long time relative to 1gb frame switching latency.

                    Like this 154us standard ping

                    C:\Utilities\hrping>hrping 192.168.1.1
                    This is hrPING v5.07.1148 by cFos Software GmbH -- http://www.cfos.de
                    
                    Source address is 192.168.1.2; using ICMP echo-request, ID=202e
                    Pinging 192.168.1.1 [192.168.1.1]
                    with 32 bytes data (60 bytes IP):
                    
                    From 192.168.1.1: bytes=60 seq=0001 TTL=64 ID=4234 time=0.282ms
                    From 192.168.1.1: bytes=60 seq=0002 TTL=64 ID=4280 time=0.202ms
                    From 192.168.1.1: bytes=60 seq=0003 TTL=64 ID=8788 time=0.154ms
                    From 192.168.1.1: bytes=60 seq=0004 TTL=64 ID=bd93 time=0.167ms
                    
                    Packets: sent=4, rcvd=4, error=0, lost=0 (0.0% loss) in 1.501189 sec
                    RTTs in ms: min/avg/max/dev: 0.154 / 0.201 / 0.282 / 0.049
                    Bandwidth in kbytes/sec: sent=0.159, rcvd=0.159
                    

                    Just look at this ping to localhost. It's nearly the same as targeting my gateway

                    C:\Utilities\hrping>hrping -q -t -c 2 -s 0 localhost
                    This is hrPING v5.07.1148 by cFos Software GmbH -- http://www.cfos.de
                    
                    Source address is 127.0.0.1; using ICMP echo-request, ID=1c51
                    Pinging localhost [127.0.0.1]
                    with 32 bytes data (60 bytes IP):
                    
                    [Aborting...]
                    
                    Packets: sent=1591, rcvd=1589, error=0, lost=0 (0.0% loss) in 0.055184 sec
                    RTTs in ms: min/avg/max/dev: 0.001 / 0.030 / 0.468 / 0.018
                    Bandwidth in kbytes/sec: sent=1729.849, rcvd=1727.674
                    

                    PFSense: RTTs in ms: min/avg/max/dev: 0.001 / 0.072 / 1.346 / 0.015
                    Localhost: RTTs in ms: min/avg/max/dev: 0.001 / 0.030 / 0.468 / 0.018

                    From what I can google, a context switch on a modern CPU is about 5us. Then you mix in the CPU trying to sleep and all that fun, you're left reading 200us.

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                    • N
                      Nthly @Grimson
                      last edited by Nthly

                      @grimson Definitely. I am convinced that any latency will be out of my hands for more than the simple reason that it is part of the internet and that depends on the game provider (netcode and latency compensation model), but also because i do not really have the know how for it.
                      All i wish to know is when i am affected by higher latency so that i would leave a "bad" lobby for, possibly, a better one.

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                      • N
                        Nthly @johnpoz
                        last edited by Nthly

                        @johnpoz said in latency of connection monitoring:

                        Great then ping those - what is the latency..

                        sorry for the few hours hiatus. I did ping the above, however packets may be dropped as no ping back is received. I heard most game providers do that, probably to lessen the load on servers that i assume may be running at close to full capacity, and, in a conspiracy theory view.... to hide the fact that servers used may be in a different region or may not be as good as players expect them to be.. LOL.
                        The first reason much more likely.

                        On PC, the game seems to run better and faster, plus ping is readily available and can be added as an overlay on a corner of the screen, but this is a whole different world.

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