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SC2NetInfo

Blogs > R1CH
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R1CH
Profile Blog Joined May 2007
Netherlands10342 Posts
December 28 2010 04:15 GMT
#1
I've seen a number of posts where people claim to be able to reduce lag in SC2 by way of the Leatrix Latency Fix (among other suggestions that don't actually do anything). This was a valid suggestion in the beta since SC2 used TCP which is what the latency fix changes (it disables delayed acks, resulting in a latency improvement in exchange for lower throughput). However Blizzard has implemented UDP in SC2, of which no amount of OS tweaking will improve since UDP is packet oriented rather than stream oriented.

Usually you will be playing games on SC2 bnet using UDP since the SC2 UDP protocol is faster, incredibly tolerant to packet loss (I tested 75% packetloss and still didn't get dropped) and doesn't suffer from the ack issues or slow start issues of TCP. However, if something is preventing you from using UDP such as a firewall, router or other misconfiguration, bnet will revert to using TCP without telling you which could result in increased lag and drops.

The point of this blog post is a tool I made called SC2NetInfo that will tell you whether you are using TCP or UDP when playing SC2. Grab Sc2NetInfo.7z and extract both files somewhere. Run SC2 and start a Multiplayer Custom Game vs an AI - while this tool does work in regular ladder games, there is a small risk of crashing SC2 when it is run due to race conditions. Run Loader.exe to load the analyzer. You will see a window with the number of TCP and UDP packets sent, whichever number is increasing is the protocol your SC2 is using. Requires VC 2008 runtimes if you don't have them already.

If you are using TCP, this means that bnet wasn't able to communicate over UDP for some reason. Check any firewall software to ensure SC2 isn't blocked or anything in your router (you don't need any port forwarding for SC2 - turn it off if you have any). SC2 UDP runs on port 1119.

WARNING: While this doesn't modify SC2 at all, this is still a 3rd party program and you should use this at your own risk.

*****
AdministratorTwitter: @R1CH_TL
TL+ Member
Vequeth
Profile Blog Joined April 2009
United Kingdom1116 Posts
Last Edited: 2010-12-28 04:33:14
December 28 2010 04:18 GMT
#2
Will try this out, thanks

My connection from Singapore -> NA servers has been laggy as hell.

After a game: 15 TCP 7232 UDP, so looks like that isnt the issue.
Aspiring British Caster / Masters Protoss
synapse
Profile Blog Joined January 2009
China13814 Posts
December 28 2010 04:50 GMT
#3
R1CH you are fucking godly.
:)
Froadac
Profile Blog Joined July 2009
United States6733 Posts
December 28 2010 06:16 GMT
#4
On December 28 2010 13:50 synapse wrote:
R1CH you are fucking godly.

^ Yep. I wanna be just like rich when I grow up <3
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
December 28 2010 06:58 GMT
#5
FYI (that's efff, your eye?), it's possible to disable slow start after idle in the kernel for the tcp stack, I'm not an expert in it, but I know it's possible, don't really know what the downsides would be.
I always try to shield slam face, just to make sure it doesnt work
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
December 28 2010 07:04 GMT
#6
i'm scared to touch the wizards magic
Follow me: www.twitter.com/zlasher
R1CH
Profile Blog Joined May 2007
Netherlands10342 Posts
December 28 2010 07:19 GMT
#7
On December 28 2010 15:58 MoreFasho wrote:
FYI (that's efff, your eye?), it's possible to disable slow start after idle in the kernel for the tcp stack, I'm not an expert in it, but I know it's possible, don't really know what the downsides would be.

It's more than just slow start though, the exponential backoff in response to dropped packets kills games like SC2.
AdministratorTwitter: @R1CH_TL
TL+ Member
SonuvBob
Profile Blog Joined October 2006
Aiur21550 Posts
December 28 2010 07:49 GMT
#8
On December 28 2010 16:19 R1CH wrote:
Show nested quote +
On December 28 2010 15:58 MoreFasho wrote:
FYI (that's efff, your eye?), it's possible to disable slow start after idle in the kernel for the tcp stack, I'm not an expert in it, but I know it's possible, don't really know what the downsides would be.

It's more than just slow start though, the exponential backoff in response to dropped packets kills games like SC2.

Chill, Hot_Bid, are you reading this?
Administrator
disco
Profile Blog Joined June 2009
Netherlands1667 Posts
December 28 2010 08:17 GMT
#9
Wizard says what?
this game is a fucking jokie
SpoR
Profile Blog Joined November 2010
United States1542 Posts
December 28 2010 09:22 GMT
#10
wait so you're saying if I forwarded the ports for sc2 I should take it away? Why?
A man is what he thinks about all day long.
R1CH
Profile Blog Joined May 2007
Netherlands10342 Posts
December 28 2010 10:05 GMT
#11
Because SC2 doesn't accept incoming connections.
AdministratorTwitter: @R1CH_TL
TL+ Member
zatic
Profile Blog Joined September 2007
Zurich15366 Posts
December 28 2010 10:24 GMT
#12
First we didn’t think it would be possible to create SC2ProMod before the SC2 release. After all, Blizzard hasn’t implemented much of the game yet, and large parts of the Beta are protected against crackers. They did a much better job obfuscating their SLO’s for example. However, after probing some of the less obvious registers it appeared that they forgot to properly pad a couple of the bigints on the D3D integration. From there, injecting a hook for SC2ProMod into the Hold-RIs was a piece of cake. The rest was straightforward assembly redialing.

-- R1CH, Wizard
ModeratorI know Teamliquid is known as a massive building
SpoR
Profile Blog Joined November 2010
United States1542 Posts
December 29 2010 06:17 GMT
#13
I am on a wifi connect for fios which is super fast, but i still get skipping and It said I was on TCP. No ports were forwarded but there is some port triggering, but I dunno what this is exactly.

Port Triggering

Trigger opening of ports for incoming data.


NOTE: Only advanced technical users should use this feature.

Protocol Outgoing Trigger Ports Incoming Ports to Open Action
L2TP Triggering - Layer Two Tunneling Protocol
UDP Any -> 1701 UDP Any -> Same as Initiating Ports

TFTP Triggering - Trivial File Transfer Protocol
UDP 1024-65535 -> 69 UDP Any -> Same as Initiating


A man is what he thinks about all day long.
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
December 29 2010 07:08 GMT
#14
idk exactly what i just read but i'm pretty damn sure it'll work
POGGERS
SpoR
Profile Blog Joined November 2010
United States1542 Posts
December 29 2010 07:46 GMT
#15
Well this time it was using UDP but i still got lag spikes. Pretty frustrating to lose a game you should have won because a pylon didn't cancel during a quick spike causing you to not have money for a canon before your probe dies.
A man is what he thinks about all day long.
R1CH
Profile Blog Joined May 2007
Netherlands10342 Posts
December 29 2010 09:27 GMT
#16
It's most likely your wireless that is the problem, FIOS should be low enough latency to never have any lag issues on bnet.
AdministratorTwitter: @R1CH_TL
TL+ Member
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
December 29 2010 12:08 GMT
#17
Awesome R1ch, will try your hard work ;D
I live by the LoL
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
December 29 2010 12:18 GMT
#18
wait, I don't get why this is in blogs? Shouldn't this be in SC2 General?
No one ever remembers second place, eh? eh? GIVE ME COMMAND
R1CH
Profile Blog Joined May 2007
Netherlands10342 Posts
January 05 2011 06:37 GMT
#19
I usually post all my little projects in blogs, it's kind of too specific for SC2 General.
AdministratorTwitter: @R1CH_TL
TL+ Member
jacen
Profile Blog Joined April 2004
Austria3644 Posts
January 05 2011 07:33 GMT
#20
On December 28 2010 13:15 R1CH wrote:WARNING: While this doesn't modify SC2 at all, this is still a 3rd party program and you should use this at your own risk.

Could you specify what and where you are reading from?
If you are hooking network libraries from windows, there shouldn't be much trouble. I think warden is just especially allergic to reads and writes to/from sc2 allocated ram space.

Anyway, many thx for this thing (even if didn't check it out yet).
This will be incredible helpful at lan parties to show the orgas what the problem is.
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
R1CH
Profile Blog Joined May 2007
Netherlands10342 Posts
January 05 2011 10:02 GMT
#21
It hooks winsock; unhooks and unloads on application close. No SC2 code or data is touched.
AdministratorTwitter: @R1CH_TL
TL+ Member
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