Part Bug, Part Query....

ShockehShockeh If a packet drops on the web and nobody's near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
<div class="IPBDescription">Memory leak?</div> Hi guys,

It's more a general one, that is more pertinant to me as a server op than a player, but is there a memory leak or something somewhere? I'm noticing load on any NS server I run does increase dramatically over the course of a map, and asking around seems to have been noticed by a few of us.

Very general I know, but it's something I've observed which isn't good for NS, so I'm submitting it.

No idea if it's specific, but it's worth noting all my servers are Linux, and I've not had any reports from W32 server ops (but that may just be because I've not spoke to any. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )

Ta all!

- Shockeh

Comments

  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    Well there's obviously going to be more load on the server as the game progresses. More buildings get built, a lot more combat is happening and so on. I suppose the way to test it would be to have an empty server up for a while and see if the load increases.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Decimator : That's precisely what I mean.

    Once a game has started, it seems to build up quite dramatically even if relatively little is built.
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    Really the only answer is 'it's a beta, live with it.' Version 1.0 had terrible issues until 1.01, 2.0 initially had issues, it just needs some optimization that won't happen until all the bugfixing and code is firmly in place.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    It has something to do with entities being left behind....

    One such example is when phasegates are built, and not destroyed at the end. Their soundfiles still play in the backgreound, meaning NS hasn't cleared the entity in the area where the phase was.

    There could be more though.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Not the right forum. This is for bug reports, not server discussions. I'm moving this thread to the proper forum in the hope that you might get some feedback from other server operators. In case you come up with good stuff, please return with a bug report.
  • Rotten_FleshRotten_Flesh Join Date: 2002-11-18 Member: 9203Members
    I know hlds 3.x.x.x had a memory leak issue. I'm not sure about steam.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited February 2004
    Here is something that helped out www.tacticalgamer.com 's NS server

    By running Win HL booster 1.7 (or any booster)
    Then following the directions at the link below.

    <a href='http://steampowered.com/forums/showthread.php?threadid=50106&highlight=ping+booster' target='_blank'>http://steampowered.com/forums/showthread....ht=ping+booster</a>


    The results were too good to be true, It solved the problem where Ping boosters were not working and cut pings down to pre-steam levels. Map load times are almost half aswell. Pings are currently reaching down to the 20s and even lower, and no they dont live next to the server.

    Give this a try even if you dont/cant run boosters.

    Emanon
  • Rotten_FleshRotten_Flesh Join Date: 2002-11-18 Member: 9203Members
    edited February 2004
    The only problem with boosters is they increase cpu usage. Sure the server responds better and the server fps is higher and client pings lower, but the server starts hogging all the available cpu and can eventually crash cause theres not more cpu left.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited February 2004
    with or without PingBoosters, the link above will still help.

    No one should run their server at the max that it can because of the reasons you have listed. There are commands that let you limit those sleeptimes between frames. Our server uses a current value of 7 for that cvar. Default servers are equivilent to a setting of 10 for the sleep time.


    Our server runs fine with no problems. And it isnt beefy only a 1.7ghz
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