**Please read entire original post before commenting to allow for efficient follow-on discussion**
BACKGROUND: Writing a research paper for my Telecommunications class around network protocols for multiplayer game developers to determine the best protocols to use in FPS games and how servers and clients can optimize their local configuration files to reduce hit registration errors. The first step was looking for a test server that I had a consistent and reliable connection to. I started by using PingPlotter Pro to conduct traceroutes to the most popular DOD:S servers that are still active. While tracing the network path from my client to our server, I noticed that one of the routers/access points along the path may have significant congestion control issues which is causing VERY high latency and some packet loss for packets traveling to their final destination - our server. Below are my observations, data/conclusions, and recommendations for correcting this significant issue. If you have networking experience, please feel free to add any information you think is relevant. I recommend watching this video (https://www.youtube.com/watch?v=sLCC1Wu2Cmc) to develop a simple understanding of how packets are forwarded from your computer to a server. Essentially your packets are pushed over the network from a series of connected routers to the end destination. Thank you.
OBSERVATION: Bad hit-registration caused by latency, packet loss, or some other anomaly.
HYPOTHESIS: Network layer issue causing latency and packet loss. Specifically the second to last access point the server provider is routing our packets to. This means that there is nothing wrong with the server, but a network link layer issue on a different access point/router. This might not make sense to you if you think that the ping you are seeing in the server is actually how long it takes for your packets to reach that server. The ping you are seeing in-game is simply the time from your router directly to the server ignoring the total network path that your packets take. The analysis below reveals that your packets to our server are taking significantly longer to reach the server than you may previously have thought.
DATA ANALYSIS: The first 2/3 of the hops traced are irrelevant to you as they are mostly routers in my ISP. The hops of particular interest are the the final two or three hops of packets heading into the server provider's network. High average latency and high jitter in the final few hops indicates a server network provider routing issue which will negatively affect your performance on the server.
eGO (173.234.28.20) Yikes...over 700ms latency at the second to last hop
6th Rangers (72.5.195.106) OH very nice!!!! No packet loss and low latency at each router (hop).
1st Marine Raider BN (208.167.243.207)
Snow Bridge (173.199.99.5)
Blitzkrieg W. (162.248.94.53)
CONCLUSION: The actual server IP address indicates that there isn't anything wrong with our server. However you can clearly see, our server path is the only one with significant delay caused by the router located at 216.105.170.2 (the second to last stop for your packets before arriving at our server). Bottom line, ours is bad, others' are much better.
Looks like this has been an issue for a while:
https://www.edge-gamers.com/forums/showthread.php?304747-Whiskey-Tango-Foxtrot-!
I think that the receive buffer at 216.105.170.2 may be at max capacity as it seems that other gaming communities are also sending a lot of traffic through this access point. By googling this access point I found that a CS:GO community called SG is also experiencing terrible connectivity issues by routing traffic through this router.
http://www.joinsg.net/forums/topic/72563-lag-issues-on-sg-servers/
RECOMMENDATION: This may be something that we want to discuss with our server provider to negotiate a better deal or reroute our packets to a different access point before reaching 173.234.28.20. The current configuration is causing unnecessary latency and packet loss and therefore our clients are seeing poor performance on our servers. This may not be apparent to you if you use a support or assault class as you are already conceding to a rather large and random cone of fire. However, if you use a rifle, with a very narrow and precise cone of fire, you have probably noticed these issues as the hits that your client process registers are often times never registered on the server process.
Our commandant has given us a call to action (https://www.edge-gamers.com/forums/showthread.php?309132-DOD-S-State-of-the-Union-2017) in his state of the union address. I think that if we can nip this problem in the butt by switching to a new virtual machine provider to bypass our current network path, it would certainly result in more attendance. I'm sure that many of you prefer playing on other servers that you get a better connection and that is honestly an unacceptable solution. Our players ought to play on our servers.
BACKGROUND: Writing a research paper for my Telecommunications class around network protocols for multiplayer game developers to determine the best protocols to use in FPS games and how servers and clients can optimize their local configuration files to reduce hit registration errors. The first step was looking for a test server that I had a consistent and reliable connection to. I started by using PingPlotter Pro to conduct traceroutes to the most popular DOD:S servers that are still active. While tracing the network path from my client to our server, I noticed that one of the routers/access points along the path may have significant congestion control issues which is causing VERY high latency and some packet loss for packets traveling to their final destination - our server. Below are my observations, data/conclusions, and recommendations for correcting this significant issue. If you have networking experience, please feel free to add any information you think is relevant. I recommend watching this video (https://www.youtube.com/watch?v=sLCC1Wu2Cmc) to develop a simple understanding of how packets are forwarded from your computer to a server. Essentially your packets are pushed over the network from a series of connected routers to the end destination. Thank you.
OBSERVATION: Bad hit-registration caused by latency, packet loss, or some other anomaly.
HYPOTHESIS: Network layer issue causing latency and packet loss. Specifically the second to last access point the server provider is routing our packets to. This means that there is nothing wrong with the server, but a network link layer issue on a different access point/router. This might not make sense to you if you think that the ping you are seeing in the server is actually how long it takes for your packets to reach that server. The ping you are seeing in-game is simply the time from your router directly to the server ignoring the total network path that your packets take. The analysis below reveals that your packets to our server are taking significantly longer to reach the server than you may previously have thought.
DATA ANALYSIS: The first 2/3 of the hops traced are irrelevant to you as they are mostly routers in my ISP. The hops of particular interest are the the final two or three hops of packets heading into the server provider's network. High average latency and high jitter in the final few hops indicates a server network provider routing issue which will negatively affect your performance on the server.
eGO (173.234.28.20) Yikes...over 700ms latency at the second to last hop
6th Rangers (72.5.195.106) OH very nice!!!! No packet loss and low latency at each router (hop).
1st Marine Raider BN (208.167.243.207)
Snow Bridge (173.199.99.5)
Blitzkrieg W. (162.248.94.53)
CONCLUSION: The actual server IP address indicates that there isn't anything wrong with our server. However you can clearly see, our server path is the only one with significant delay caused by the router located at 216.105.170.2 (the second to last stop for your packets before arriving at our server). Bottom line, ours is bad, others' are much better.
Looks like this has been an issue for a while:
https://www.edge-gamers.com/forums/showthread.php?304747-Whiskey-Tango-Foxtrot-!
I think that the receive buffer at 216.105.170.2 may be at max capacity as it seems that other gaming communities are also sending a lot of traffic through this access point. By googling this access point I found that a CS:GO community called SG is also experiencing terrible connectivity issues by routing traffic through this router.
http://www.joinsg.net/forums/topic/72563-lag-issues-on-sg-servers/
RECOMMENDATION: This may be something that we want to discuss with our server provider to negotiate a better deal or reroute our packets to a different access point before reaching 173.234.28.20. The current configuration is causing unnecessary latency and packet loss and therefore our clients are seeing poor performance on our servers. This may not be apparent to you if you use a support or assault class as you are already conceding to a rather large and random cone of fire. However, if you use a rifle, with a very narrow and precise cone of fire, you have probably noticed these issues as the hits that your client process registers are often times never registered on the server process.
Our commandant has given us a call to action (https://www.edge-gamers.com/forums/showthread.php?309132-DOD-S-State-of-the-Union-2017) in his state of the union address. I think that if we can nip this problem in the butt by switching to a new virtual machine provider to bypass our current network path, it would certainly result in more attendance. I'm sure that many of you prefer playing on other servers that you get a better connection and that is honestly an unacceptable solution. Our players ought to play on our servers.
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I guess while we still have this test server it could be a cool DOD event that we could all goof around while Rufio checks the stats and gets his data.