Server feedback

BryBry Join Date: 2003-01-23 Member: 12609Members
edited July 2010 in NS2 General Discussion
<div class="IPBDescription">for the devs</div>If you are running a dedicated server can you please post feedback for the devs.

Please include following:
CPU, RAM, Internet Backbone (please state if you are behind a NAT)
Numbers of players, CPU Usage

Please only post details if you are running a proper dedicated server.

Brys NS2 Server UK 91.192.210.24
(CPU2) Intel® Core™2 CPU 6600 @ 2.40GHz @ 2411MHz, 2GB RAM, 100MB backbone hosted in the UK.


Currently 16 slots and seeing about 50% CPU usage which is about 2-3 times what I would expect from normal servers.

I am seeing a lot of log entries being spam withserver is full message and when I see a lot I mean hundreds of entries almost bordering on a ddos.

Client command is outside the available window for lag compensation.
Is another error message that is being spammed a lot but not too frequently in the console
«134

Comments

  • BryBry Join Date: 2003-01-23 Member: 12609Members
    -port command doesnt seem to work will still default to 27015 (at least for people connecting)
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    Bandwidth Usage.

    This is quite reasonable.

    A full 16 slot server with lots of people trying to connect and getting disconncted ergo using some b/w in itself is currently seeing:

    Download: 62 KB/S Peak at 70 KB/s
    Upload: 580 KB/S peaks to 680 KB/S
  • TagertsweTagertswe Join Date: 2010-03-04 Member: 70825Members
    edited July 2010
    L2P NS Europe 14players. Spiking at 95% cpu usage on one core, which is quite high :o , but it's alpha after all :)
    AMD X2 X64 3GHz 6000+, 2GB Ram, 100/100 internet connection.

    The -port command broke my server though so noone could connect, so I removed it and voila, it worked. Still had it set to 27015 though.

    Server window is spammed with "Client command is outside the available window for lag compensation"


    nvidia PhysX and directx9 needs to be installed on the server for it to work as well. Does the server file really use these two programs?
  • lobo1111lobo1111 Join Date: 2008-10-19 Member: 65237Members
    Hi,
    i cant start my ns2 server, have error:
    'Error initializing PhysX SDK'
    i installed physx and c++
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    good work bry, good to see you back too :D
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    I had this error at first but was fixed by running \redist\PhysX\PhysX_9.09.0814_SystemSoftware.exe

    if you have tried that then i don't know sorry

    <!--quoteo(post=1785945:date=Jul 27 2010, 10:10 AM:name=lobo1111)--><div class='quotetop'>QUOTE (lobo1111 @ Jul 27 2010, 10:10 AM) <a href="index.php?act=findpost&pid=1785945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi,
    i cant start my ns2 server, have error:
    'Error initializing PhysX SDK'
    i installed physx and c++<!--QuoteEnd--></div><!--QuoteEEnd-->
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    edited July 2010
    Ports used:

    Output of netstat -a -b

    Shows server.exe as using TCP: 27015 and 27016
    UDP: 27015 and 27016
    Also shows it using:8766 UDP
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Running racksrv.co.uk Dedicated #1 on Dual Core 2.5 GHz E5200

    Ran with 16 players at 30% spikes upto 50%

    Ran it with 8 player limit an cpu usage is about 2%
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    Server CPu usage seems high the first few minutes thens ettles down fairl nice I am seeing what our seeing.

    <!--quoteo(post=1786148:date=Jul 27 2010, 01:48 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jul 27 2010, 01:48 PM) <a href="index.php?act=findpost&pid=1786148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Running racksrv.co.uk Dedicated #1 on Dual Core 2.5 GHz E5200

    Ran with 16 players at 30% spikes upto 50%

    Ran it with 8 player limit an cpu usage is about 2%<!--QuoteEnd--></div><!--QuoteEEnd-->
  • MisfireMisfire Join Date: 2002-11-03 Member: 5764Members
    edited July 2010
    <!--quoteo(post=1786113:date=Jul 27 2010, 09:09 AM:name=Bry)--><div class='quotetop'>QUOTE (Bry @ Jul 27 2010, 09:09 AM) <a href="index.php?act=findpost&pid=1786113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ports used:

    Output of netstat -a -b

    Shows server.exe as using TCP: 27015 and 27016
    UDP: 27015 and 27016
    Also shows it using:8766 UDP<!--QuoteEnd--></div><!--QuoteEEnd-->


    Thanks Bry, didn't know about the 8766 UDP port, it could explain why my server wasn't getting listed?
  • antichristantichrist Join Date: 2003-05-27 Member: 16769Members
    edited July 2010
    YO clan NS2 Server
    2 x Dual Core dual socket
    4GB RAM

    12 Player Max

    Average upload 400kb though spikes briefly every 10-15 mins

    Tried going to 16 - 24 players but upload went to 1 - 1.5mb

    CPU 11% ram usage 2gb
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    The server is pretty much unusable as of now, seeing the bug that existed in the engine test is still present.
    Disconnecting or timed-out players will leave artifacts behind, clogging up the server and eventually there are only ghost players left.

    As regards player numbers, 100% on a Corei7 920 when running with 32 players (ingame very laggy), though that could have also been due to massive amounts of players trying to connect.

    Around 20 player slots seem to work fine.
  • MisfireMisfire Join Date: 2002-11-03 Member: 5764Members
    I still can't figure out why my server isn't listed. I can't use default port 27015 as I'm hosting other srcds at the moment.

    I am hearing that servers will only get listed if they're using 27015 right now, I believe the port function is actually working as I checked in steam browser over lan and its using the correct port.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    You can only run one instance of the server on one machine or neither servers will appear latter wont show/sometimes blocks the other server, the PORT wont settle for anything other than 27015 and you can see the server in HLSW on port 27016.

    I 100% confirm that huge LAG out is caused by clients connecting to the sever when its full. - I have looked at the CPU whilst the server lags out on this strange client connect when its full and this does not effect the CPU in anyway even though the game has become a slideshow for the clients.
    The lag stops right away as soon as i see the console stop being spammed with connections from the same IP/s.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    edited July 2010
    <BAD> Clan Server 1
    Xeon X3360 @ 2.8ghz
    Running Server.exe on 1 core, uses average 20-25% cpu with spikes up to 40%
    Memory was around 400mb at start, but fluctuates now down to 220mb, peaked at 722mb
    unknown user count.

    confrmed -port has problems; only on 27015 does it respond.

    /e
    network is 100mb full direct internet, and utilization has increased 3%
  • saintksaintk Join Date: 2010-07-27 Member: 73196Members
    Server setup:
    Motherboard: TYAN S5397WAG2NRF
    CPU’s: 2x Intel Quad-Core Intel Xeon E5420 @ 2.5GHz (8 cores total)
    Memory: 4x Kingston KVR667D2D4F5/4G (16GB total)
    HDD: 3x Seagate Cheetah 15K.6 15.000 RPM SAS disks , RAID
    OS: VMware ESXi 4.0
    Guest:
    OS: Windows 2008
    CPU: 3 cores assigned
    Mem: 7GB assigned

    Load: around 20-35% CPU load, 651MB mem useage according to the windows task manager proccess listing
  • JerkstoreJerkstore Join Date: 2009-06-20 Member: 67880Members
    My 100mbit 16 slot server after a few minutes in Performance Monitor, while the server is full:

    min / avg / max
    Processor Time: 1.6% / 5.3% / 12.5%
    KB Received/sec: 0.66 / 2.87 / 28.81
    KB Sent/sec: 20.28 / 49.42 / 128.38
    Packets Received/sec: 12.019 / 29.94 / 92.144
    Packets Sent/sec: 27.043 / 63.969 / 159.262

    If Perfmon is correct, then the server is only getting 183 BYTES per second from each player on average, and about 2 packets per second from each as well. That seems incredibly low and would cause much of the lag/registration problems.
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    edited July 2010
    Correction: CPU usage seems to be a huge issue, I'm maxing out a Corei7 core at 16 real players.

    Bandwidth seems to be fine once you have connected. Though when connecting, the bandwidth really spikes a lot.
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    this is what I mean with server clogging up (its on a 32 player server):

    <img src="http://img196.imageshack.us/img196/1974/ns2i.jpg" border="0" class="linked-image" />
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    At idle i get a CPU spike of 60% like clockwork every 5-8 seconds and PF usage spiking from 800mb to 1.8 GB at the same time on an empty server (passworded). Maybe connection quarries?

    CPU: Q6600 Quade Core 2.40 Ghz
    Ram: 3 GB

    Added Note: Client Machine

    Lags terribly in game as listen server lan or internet.

    CPU: AMD 3800+ Dual Core 2.10 (overclocked to 2.2)
    Ram: 3 GB
    NVIDIA 9500GT 1GB

    I suspect it's memory side as to be expected but i never ran a game with a comparible engine so i can't speculate on a comparison to memory usage.
  • RothgarRothgar Join Date: 2009-11-13 Member: 69372Members
    <!--quoteo(post=1786783:date=Jul 28 2010, 08:11 AM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Jul 28 2010, 08:11 AM) <a href="index.php?act=findpost&pid=1786783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this is what I mean with server clogging up (its on a 32 player server):

    <img src="http://img196.imageshack.us/img196/1974/ns2i.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Are you saying it's playable on a 32 player server? wtf? Specs?
  • WeidahWeidah Join Date: 2008-09-02 Member: 64955Members
    Quad Xeon 2Ghz
    4 GB ram
    100/100MB Slovenia
    64Bit Windows Server 2008
    Behind a Smoothwall DMZ


    Server starts with no problems, we can connect to it locally with no problems, but it seems it will not start an online game. It seems it ignores "-lan false" and "false" in server.xml

    It always sais "Local game started" or something simillar in the launch notes.


    There is also the possibility it actually does start an online game but doesn't trigger the port, since Smoothwall needs a program or whatever is using that port to trigger it. Before that it will only stealth the port, which means it is actually still closed. Any other Steam game dedicated server works with no problems.
  • crakinshotcrakinshot Join Date: 2010-07-06 Member: 72271Members
    edited August 2010
    Offtopic: Something on this page (first page) is being flagged as malicious by my virus scanner. Something in someone's signature? Ip blocked: 209.225.8.65:80
  • fenrixfenrix Join Date: 2003-11-01 Member: 22197Members
    Hi All,

    Disclaimer : I'm just a wannabe enthusiast when it comes to dedicated server stuff, having played around with this when i was 15-16 on my PC at the time.
    Decided to try out the dedicated server on a spare box im supposed to be using for something else - nothing flash just a generic desktop mobo with a 2.6Ghz Pentium D with 2GB ram (OS is windows server2003 SP2)

    Setup was easy enough, no real dramas with that, at idle with no players the server.exe process is using 9-14% with approx 100MB ram, it did climb to around 400mb during start up.

    I did this mostly to see if it was my GFX card being stupid as playing on any other server i have performance issues (chunky/slow) as i am located in Australia and all the servers in the net list are like 260ms and upwards (*sigh*).
    I've yet to work out if my server is reachable from outside, but ive got the port forwardings in place for 8766/udp and 27015/udp.

    Just my 2 cents & experiences with the dedicated server.
    I'd be keen to try out any linux server if/when one gets released FWIW.
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    FYI GameArena has a server up now.
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    i played around with a dedicated server on lan, cpu usage does not seem to bad with roughly 15% on a Core 2 Duo 2.66, avg about 400mb of ram. Didn't monitor traffic overall however i saw about 2kbps down and 4ish up on the client. This was with 6 players in game. Lowest ping I saw to a player on lan was 19ms. Client ping seems heavily reliant on their FPS, dropping to 4 or 5 fps on the client = 500ms ping spike or higher. Game seems to be mostly/entirely cpu limited at this point. About the server, do we know anything in regards to what fps/updates per second it runs at?
    For reference, one PC on lan was getting 40fps, and had 30ms ping. Another had 60 and was getting 19ms.
  • kcbnackcbnac Join Date: 2004-01-19 Member: 25484Members, Constellation
    edited August 2010
    Hrm, I guess I'll hold off for now on testing it on my little dual-core HT'd Atom box - running Ubuntu.

    I have this little MSI barebone box at my feet:
    <a href="http://www.newegg.com/Product/Product.aspx?Item=N82E16856167041" target="_blank">http://www.newegg.com/Product/Product.aspx...N82E16856167041</a> (Atom D510, 1.6GHz dual-core w/Hyper-Threading)
    2x1GB of RAM (castoff from an old upgrade, I can bump that to 3GB or 4GB quickly)
    Ubuntu 10.04 LTS amd64 (64-bit)

    Or perhaps I run it just to see how it flails about...without setting it up to the 'net. (I only have 896kbps up, stupid slow DSL)

    EDIT: Doh, not gonna be possible. I'd have to toss in a GUI to get Wine and Steam working at this point. Guess I'll hold off for now - if/when a CLI DS for Linux works, though - I'll test it locally at least. I have places I can toss such a box with 2-3Mbit of upload for short-term testing in the future. Man, if the dedicated server can run on a little lowly Atom box - that's like $250-$300 for a dedicated server...mmmmm.
  • RebelRebel Join Date: 2003-04-10 Member: 15371Members, NS2 Playtester, NS2 Map Tester, Subnautica Playtester
    Getting random crashes with 153 server, is there a crashlog (or can I turn one on if it will assist)

    Server is Xeon X3230 2.66 quad, 8GB ram, 100mb bluesquare.
  • MartinMartin Join Date: 2010-07-27 Member: 73229Members
    All servers:

    CPU: 2x Quad Core Xeon E5506
    RAM: 2GB
    Internal Network Speed: 1GB
    External Network Speed: 50 Mbps up and down

    Also getting random crashes with 153 server

    Peak memory usage with 7 players: ~800MB
    Windows Server 2003 R2
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited November 2010
    Q6600 Quad core 3GB Ram

    Strange port issue if i run my ns1 servers.

    If i run my 3 ns1 servers on ports 27017,27018,and 27019 as usual and i try to start the ns2 dedicated (153) using port 27015 it gives me an error saying that port is already in use. After about a half hour of digging i couldn't find any reason i was getting this error so i rebooted the box and instead of launching my ns1 servers i launched ns2 server first and everything worked out perfect. Here is the kicker, after the ns2 server crashed i went to relaunch and got the 27015 port in use error and the only way i could get it to come back up was to reboot the entire box. I even changed the ports to several different ones and it still gives error.

    So far it hasn't crashed for 3 days now (crossing fingers) so that's the status on my issue. Has anyone ever seen a scenario like this before?


    EDIT: So as not to spam post.

    Some of the error spams i get in my server log.

    I hid the IP's and commented on consolidations.

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Date: 11/06/10
    Time: 16:05:56
    --------------------------------------------------------------
    Build 153
    Starting Natural Selection 2
    Starting server
    "-------------------------The usual model missing stuff-----------------------------------------------"
    Local server active.
    Client connected (ip address).
    The Eyeland Saga connected.
    Client connected (ip address).
    Fall0ut connected.
    Client disconnected (ip address) Quit
    Client disconnected (ip address)
    Client connected (ip address).
    ToasT connected.
    Client connected (ip address).
    devin_97035 connected.
    Error: lua/PlayingTeam.lua:813: attempt to index a nil value
    Lua call stack:
    Attack - Server
    Attack - Server
    Attack - Server
    Attack - Server

    <------Start Consolidated as it was spammed almost 200 times--------->

    Error: lua/LiveScriptActor_Server.lua:765: attempt to perform arithmetic on local 'meleeAttackInterval' (a nil value)
    Lua call stack:
    Error: lua/LiveScriptActor_Server.lua:765: attempt to perform arithmetic on local 'meleeAttackInterval' (a nil value)



    <--------------------------------------------End Consolidated---------------------------------------------------------------------------------------->


    Error: lua/LiveScriptActor_Server.lua:468: attempt to index local 'target' (a nil value)
    Lua call stack:
    Error: lua/LiveScriptActor_Server.lua:468: attempt to index local 'target' (a nil value)
    Lua call stack:
    Error: lua/LiveScriptActor_Server.lua:468: attempt to index local 'target' (a nil value)
    Lua call stack:
    Error: lua/LiveScriptActor_Server.lua:468: attempt to index local 'target' (a nil value)
    Lua call stack:
    Client disconnected (ip address) Quit
    PlayingTeam:TriggerAlert(1, Gorge) called improperly. - Server
    Client disconnected (ip address) Quit
    PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
    PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
    PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
    PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!

    PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
    Client disconnected (ip address) Quit<!--c2--></div><!--ec2-->

    The server never hung or crashed and is running fine other than that brief few hours of activity.

    EDIT: Shortened up the errors so thread wasn't so big to scroll through
Sign In or Register to comment.