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Thread: Jitter Manager 0.0.0.1
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13-11-2014, 21:07 #1
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Jitter Manager 0.0.0.1
Version:
0.1
About:
Author: ColesyM
Description:
Jitter manager allows you to click players with unstable connections. It is inspired by LatencyManager and works in a similar fashion. It monitors the players pings and calculates deviation. If this deviation (jitter) is larger the the amount specified it kicks the player.
You can configure the maximum jitter allowed, and the number of samples to take.
The lower the samples, the quicker a result can be calculated.
Current Issues:
None that I know of, let me know.
Future Plans:
Fix any bugs.
Add any feature requests.
Setup Instructions:
PRoCon Setup:
Copy the plugin files into your plugins directory.
Download:
JitterManager_0_0_0_1.zipLast edited by ColesyM; 13-11-2014 at 21:44.
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22-12-2014, 18:50 #2
Does this plugin only support BF4? Or BF3 as well?
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22-12-2014, 19:09 #3
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06-01-2015, 15:06 #4
What is the interval of the plugin samples? Is this manual pings or the standard procon ping?
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06-01-2015, 16:16 #5
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06-01-2015, 17:29 #6
Sorry to say this, but:
Anyways.... If the ping counter can never count with less than 30 sec interval then this is pointless...
am I wrong?
The entire point is for checking unstable internet and spikes, if you are going to use the standard pinging system, then there will be more chance to not detect a high ping.
Imagine this:
The standard one will see only the 1st and the 30th, which makes the jitter 10ms, but if the interval was like 10 seconds, then the jitter would be something like 75ms
0st second =40
10th second= 100
20th = 200
30th = 50
I don't know anything about plugin coding, but cant you try to code a manual pinger? Adkats did it, but it's a ping kicker not jitter.Last edited by iraqiboy90; 06-01-2015 at 17:38.
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06-01-2015, 17:42 #7
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06-01-2015, 18:46 #8
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That's not how it works, it is not per ping update jitter, but an average of them over the sample rate, compared to the server average, it works by collecting samples (every 30 seconds as you say), when it reaches the desired sample size, it takes the average of the pings, and the lowest ping, and then the delta is the average jitter. If that delta is higher than the allowed amount then its a kick.
This way it's not just how high the ping is, but how stable it is over a longer period. Now that means over a period of 2.5 minutes (with default sample size of 5), the players maximum average variation cannot exceed 10ms (with default config).
Here is 3 examples of samples and results:
Example:
30ms
32ms
44ms
62ms
29ms
average = 39.4
minimum = 30
delta is 9.4 and within the allowed range, player stays
Example 2:
72ms
69ms
99ms
101ms
73ms
average is 82.8ms
minimum is 69ms
delta is 13.8ms and over the default allowed jitter of 10ms, player gets kicked
Example 3:
140ms
151ms
145ms
163ms
149ms
average is 149.6ms
minimum is 140
delta is 9.6 and within the allowed range, player stays
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06-01-2015, 20:18 #9
Thank you for the explanation
But still, why dont you go with a manual pinger? 30 second interval is way too high, and people wont wait for 2-3 minutes so autoadmin will start kicking.
Right now I have the latency manager set to kick only on 2 sample, even though I dont like it, but one would prefer a minute of frequent interval than a minute of two intervals...
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06-01-2015, 21:27 #10
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By manual pinger do you mean use System.Net.Ping?
If it does that, the ping will be from the person running the procon client and not between the client and server right? If so it will be terribly unreliable because it would be at the mercy of the admins connection. The player could have a stable ping to the server but not to the person running procon.