ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
It kind of feels like it. A server that was working fine with B168 earlier today is now down into single digit server rate. Its exactly like when we had the memory leak from before.
There is a new sound bug that is similar to the old sound bug as well. Seems like if you are in a long room, you can not here stuff from accross the room, unless you are close of course.
<!--quoteo(post=1837500:date=Mar 17 2011, 12:00 AM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Mar 17 2011, 12:00 AM) <a href="index.php?act=findpost&pid=1837500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is a new sound bug that is similar to the old sound bug as well. Seems like if you are in a long room, you can not here stuff from accross the room, unless you are close of course.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's the new fix for sound through walls and from far away, they just still have to tweak it so you can hear a little farther in open space. (sorry derailment)
I noticed a couple servers I joined were broken. In one server the marine spawn structures were all considered unpowered and another would not show scoreboard and I saw a frozen skulk with no name somewhere. Could it be possible that servers are running mods that are now out of date after the patch and causing issues? These are bugs I had not seen in 167 and I played that patch a lot. Have also played on a couple servers that feel just as good or better than any games of 167 as well.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
edited March 2011
I can't report on memory leaks yet (has not been up long enough), but I am getting max cpu usage on an empty server. Anyone else seeing that problem? (max cpu = 1 core max).
EDIT:
Actually its more a case of 100% cpu usage while the server is empty, but when I joined it dropped to 1-5%, so normal levels. Leaving the server almost immediately raised it back to 100%, maybe a 5 second delay from me typing quit to the spike.
This is without any mods or lua changes.
Here's a pretty picture to explain. <a href="http://img810.imageshack.us/i/procmongraph.png/" target="_blank"><img src="http://img810.imageshack.us/img810/6155/procmongraph.png" border="0" class="linked-image" /></a>
1: Killed the server.exe process. 2: Started server.exe process (after removing mods to ensure vanilla setup). 3: I joined the server. 4: I left server. 5: I rejoined the server.
6: not in the picture, but someone else joined, bringing it up to 2 players, then I left, usage stayed low, it was not until he also left that the cpu usage spiked again.
Surely I am not alone in this? Then again, I suppose while its not ideal, its not really going to effect anyone because it only occurs when the server is empty.
Another interesting fact is that the server tick-rate apparently goes to 1 when there are no more players. I'm not sure whether this is new since the latest build, or has been around for longer, but it's the first time I've actually noticed this (thanks to Plasma's <a href="http://www.play4dead.com/ns2/" target="_blank">dev-tracker</a>). If this is indeed a new feature, then a problem in it's implementation might explain endar's observations.
Also interesting to note, if you quickly look at "UK | ClanPlanet #2 | B168" in that dev-tracker server-list, you'll notice it has 1 player in it, but still a tick-rate of 1. The query-responder used there is the Ovrmind one, which takes it's data from the Lua-state. Now if you look at the server's spark-queryresponder, it'll tell you the server is empty. What we can deduce from this is that the engine has no players (which we can also tell from the fact the server's tickrate has dropped to 1), but the lua-state still has 1 floating around (not being deleted obviously). We're looking at yet another variant of the phantom-client bug here. This would also explain why the server\GmOvrmind crashes if you attempt to kick phantom-clients, as an invalid argument (which it is if the engine-handle to this client doesn't exist anymore) to the DisconnectClient-method causes an engine-crash.
So the phantom-clients expose 2 problems: the engine not properly signaling the lua-state to delete a client, and the DisconnectClient-method not having proper error-handling.
I can't really comment on this but there have been some very odd issues with the last few builds. If I set up a lan server and add bots, as soon as they start firing it lags like crazy. I even had 'connection problems' playing on a server run from my laptop and playing on my laptop. I didn't even know that was possible.
It is the same on servers at the moment, things feel a lot smoother. But when people get near each other or start firing, huge amounts of lag.
I'm guessing this is all down to the garbage collector again, and something Max is working hard on at the moment. I am really looking forward to to this.
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1837528:date=Mar 17 2011, 03:52 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Mar 17 2011, 03:52 AM) <a href="index.php?act=findpost&pid=1837528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't report on memory leaks yet (has not been up long enough), but I am getting max cpu usage on an empty server. Anyone else seeing that problem? (max cpu = 1 core max).
EDIT:
Actually its more a case of 100% cpu usage while the server is empty, but when I joined it dropped to 1-5%, so normal levels. Leaving the server almost immediately raised it back to 100%, maybe a 5 second delay from me typing quit to the spike.
This is without any mods or lua changes.
Here's a pretty picture to explain. <a href="http://img810.imageshack.us/i/procmongraph.png/" target="_blank"><img src="http://img810.imageshack.us/img810/6155/procmongraph.png" border="0" class="linked-image" /></a>
1: Killed the server.exe process. 2: Started server.exe process (after removing mods to ensure vanilla setup). 3: I joined the server. 4: I left server. 5: I rejoined the server.
6: not in the picture, but someone else joined, bringing it up to 2 players, then I left, usage stayed low, it was not until he also left that the cpu usage spiked again.
Surely I am not alone in this? Then again, I suppose while its not ideal, its not really going to effect anyone because it only occurs when the server is empty.<!--QuoteEnd--></div><!--QuoteEEnd-->
I see about 60% CPU usage (of one core) when the server is idle.
I think it is kind of stupid, you should be able to hear some sounds through the wall. Obviously if you are in a futuristic Mining facility you would still be able to hear sounds of gun fire from across the map, and it would just have to be muffled.
<!--quoteo(post=1837569:date=Mar 17 2011, 11:31 AM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Mar 17 2011, 11:31 AM) <a href="index.php?act=findpost&pid=1837569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Obviously if you are in a futuristic Mining facility you would still be able to hear sounds of gun fire from across the map, and it would just have to be muffled.<!--QuoteEnd--></div><!--QuoteEEnd--> Not to be rude but what do sounds have anything to do with the topic title? There's surely a correct thread for this.
My server was showing around the same memory as before, maybe a bit more. I think before this build it would sit at around 1.3GB idle. Now it seems to be more closer to 1.7GB idle.
As for Endar question, I have noticed idle CPU usage up. It will show around 50% on core 1. When people join it didnt seem to effect it much until the server filled up then it spiked to close to 90%.
Comments
That's the new fix for sound through walls and from far away, they just still have to tweak it so you can hear a little farther in open space.
(sorry derailment)
EDIT:
Actually its more a case of 100% cpu usage while the server is empty, but when I joined it dropped to 1-5%, so normal levels. Leaving the server almost immediately raised it back to 100%, maybe a 5 second delay from me typing quit to the spike.
This is without any mods or lua changes.
Here's a pretty picture to explain.
<a href="http://img810.imageshack.us/i/procmongraph.png/" target="_blank"><img src="http://img810.imageshack.us/img810/6155/procmongraph.png" border="0" class="linked-image" /></a>
1: Killed the server.exe process.
2: Started server.exe process (after removing mods to ensure vanilla setup).
3: I joined the server.
4: I left server.
5: I rejoined the server.
6: not in the picture, but someone else joined, bringing it up to 2 players, then I left, usage stayed low, it was not until he also left that the cpu usage spiked again.
Surely I am not alone in this? Then again, I suppose while its not ideal, its not really going to effect anyone because it only occurs when the server is empty.
Also interesting to note, if you quickly look at "UK | ClanPlanet #2 | B168" in that dev-tracker server-list, you'll notice it has 1 player in it, but still a tick-rate of 1. The query-responder used there is the Ovrmind one, which takes it's data from the Lua-state. Now if you look at the server's spark-queryresponder, it'll tell you the server is empty. What we can deduce from this is that the engine has no players (which we can also tell from the fact the server's tickrate has dropped to 1), but the lua-state still has 1 floating around (not being deleted obviously). We're looking at yet another variant of the phantom-client bug here. This would also explain why the server\GmOvrmind crashes if you attempt to kick phantom-clients, as an invalid argument (which it is if the engine-handle to this client doesn't exist anymore) to the DisconnectClient-method causes an engine-crash.
So the phantom-clients expose 2 problems: the engine not properly signaling the lua-state to delete a client, and the DisconnectClient-method not having proper error-handling.
Sorry, went a bit off-topic here.
It is the same on servers at the moment, things feel a lot smoother. But when people get near each other or start firing, huge amounts of lag.
I'm guessing this is all down to the garbage collector again, and something Max is working hard on at the moment. I am really looking forward to to this.
EDIT:
Actually its more a case of 100% cpu usage while the server is empty, but when I joined it dropped to 1-5%, so normal levels. Leaving the server almost immediately raised it back to 100%, maybe a 5 second delay from me typing quit to the spike.
This is without any mods or lua changes.
Here's a pretty picture to explain.
<a href="http://img810.imageshack.us/i/procmongraph.png/" target="_blank"><img src="http://img810.imageshack.us/img810/6155/procmongraph.png" border="0" class="linked-image" /></a>
1: Killed the server.exe process.
2: Started server.exe process (after removing mods to ensure vanilla setup).
3: I joined the server.
4: I left server.
5: I rejoined the server.
6: not in the picture, but someone else joined, bringing it up to 2 players, then I left, usage stayed low, it was not until he also left that the cpu usage spiked again.
Surely I am not alone in this? Then again, I suppose while its not ideal, its not really going to effect anyone because it only occurs when the server is empty.<!--QuoteEnd--></div><!--QuoteEEnd-->
I see about 60% CPU usage (of one core) when the server is idle.
Not to be rude but what do sounds have anything to do with the topic title? There's surely a correct thread for this.
As for Endar question, I have noticed idle CPU usage up. It will show around 50% on core 1. When people join it didnt seem to effect it much until the server filled up then it spiked to close to 90%.
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