140KB/sec is definitely a potential cause, but not serious as long as the server can handle it. Most games don't exceed around 50KB/sec. So 3x the norm use isn't horrible...for an alpha.
<!--quoteo(post=1785163:date=Jul 27 2010, 01:23 AM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Jul 27 2010, 01:23 AM) <a href="index.php?act=findpost&pid=1785163"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->140KB/sec is definitely a potential cause, but not serious as long as the server can handle it. Most games don't exceed around 50KB/sec. So 3x the norm use isn't horrible...for an alpha.<!--QuoteEnd--></div><!--QuoteEEnd-->
140kb/s with only 1 client connected is VERY HIGH, even for a high bandwidth demanding game like Bad Company 2.
Well I don't think upload as being the cause it seems not to have any interpolation maybe which is causing insane lag with the server when people start joining everyone starts getting mouse delays and the such so there must be too much going on somewhere in the game with the added people.
Which I guess can probably be grouped with the fact it is using alot of bandwidth as everything is having to send more data than that is needed.
<!--quoteo(post=1785112:date=Jul 27 2010, 05:10 AM:name=davidcavalcante)--><div class='quotetop'>QUOTE (davidcavalcante @ Jul 27 2010, 05:10 AM) <a href="index.php?act=findpost&pid=1785112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm hosting a server in my connection (which has 800k upload) and only 1 person connected.
However, I've noticed that my upload rate is 140kiloBYTES/sec.
140kb/s for only 1 client connected? I'm sure that this is the cause of so much lag.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm.. so is it 140kiloBYTES (140kBps) or 140kiloBITS (140kbps)? They are two very different things. 140KBPS is 1120kbps (over 1mbps required).. which is quite a bit of bandwidth...
<!--quoteo(post=1785211:date=Jul 27 2010, 01:30 AM:name=Snakediver)--><div class='quotetop'>QUOTE (Snakediver @ Jul 27 2010, 01:30 AM) <a href="index.php?act=findpost&pid=1785211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm.. so is it 140kiloBYTES (140kBps) or 140kiloBITS (140kbps)? They are two very different things. 140KBPS is 1120kbps (over 1mbps required).. which is quite a bit of bandwidth...
I'm hosting a dedi right now, and a mere microsecond of packet sniffing gives me quite a good idea of what causes the lag:
<b>The server keeps spamming insane amounts of "useless" strings (resources or realtime) to every client that's connected or connecting.</b> These are huge 1409-byte packets which DROWN all the real traffic beneath them, indeed ALL traffic, even DNS requests have a hard time getting out with just 5 clients connected!
And with some thousand(s) of players trying to join every server that comes online... What I think is happening is, the server replicates a hefty string table of resource names and other junk to every client that connects to it. If there weren't new connection attempts every 20 seconds it might not be so bad..
<!--quoteo(post=1785233:date=Jul 27 2010, 12:34 AM:name=poweri)--><div class='quotetop'>QUOTE (poweri @ Jul 27 2010, 12:34 AM) <a href="index.php?act=findpost&pid=1785233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm hosting a dedi right now, and a mere microsecond of packet sniffing gives me quite a good idea of what causes the lag:
<b>These server keeps spamming insane amounts of useless strings (resources or realtime) to every client that's connected or connecting.</b> These are huge 1409-byte packets which DROWN all the real traffic beneath them, indeed ALL traffic, even DNS requests have a hard time getting out with just 5 clients connected!
And with some thousand(s) of players trying to join every server that comes online...<!--QuoteEnd--></div><!--QuoteEEnd-->
Also do we know what method they use at all? for instance source based games have tickrates 33, 66 or 100 updates a second maybe these servers are trying to update everything/one too frequently?
All they have to do is open a server of their own and watch the commando prompt >.> I've never seen a cmd go as fast as my server did. Was insane. Out of interest morbidar, you got any numebr of connections? I crossed 5.000 easy.
I posted about this <a href="http://getsatisfaction.com/unknownworlds/topics/theres_some_kind_of_connection_problem_were_looking_into_it" target="_blank">here</a>, but I don't know if it's been read by anyone yet.
It would seem this only happens to full servers (but I have not confirmed this). The client sends a list of filename strings to sync with the server, but the problem is it keeps resending the same ones forever. For the short period of time I played, I saw a home broadband connection go down because of this as soon as it hit the max players.
Kola do you mean how many were in the server or the people trying to connect? lol I filled up 16 users rather quickly it doesn't take many though before the game gets completely unplayable as far as the people unable to connect I am not sure I didn't check that.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
This strikes me as some kind of resource manifest traffic. Basically, the server is saying that it's the NS2 game/mod and client are supposed to validate they're running the same mod.
Maybe a simple hash value could serve the same purpose? The Builder program could generate it when a mod/game is built and the clients only have to compare that value. In other words, a simple CRC type check. A GUID would work for this.
I don't know, I'm basically taking a shot in the dark, guessing. Regardless of the Alpha'iness this makes me one happy panda to see NS2 hit this stage. Big step! Thank you UWE!
<!--quoteo(post=1785361:date=Jul 27 2010, 08:00 AM:name=IronFist)--><div class='quotetop'>QUOTE (IronFist @ Jul 27 2010, 08:00 AM) <a href="index.php?act=findpost&pid=1785361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The client sends a list of filename strings to sync with the server, but the problem is it keeps resending the same ones forever.<!--QuoteEnd--></div><!--QuoteEEnd--> Other way around. It's the server shelving out those strings. It seems to stabilize after a good while (per connection).. All in all, I'm pretty sure all this junk doesn't belong in the core protocol, no matter what it's purpose. Just like Source lets people host their custom resources and whatever on external HTTP servers.
Hosting a listen server, me and my roommate noticed the same thing. There is a huge amount of traffic, so much that it literally choke out 1mbit upload speed and with the game running the rest of our net was useless (until we shutdown the server or used QoS).
Also I think the constant barrage of connection requests and massive bandwidth is actually effecting the performance of my game. I can join a server (eventually), and get 40-50fps fine. Tho if I host, after about 10 minutes of playing, with 2-3 people, my FPS crawls down to 12-15fps (Q6600/HD5850 here).
I'd imagine UWE/Max will probably be looking into this as we speak. It's pretty blatant!
The engine is in an early state, and the player upload rates are still very raw and saturated. This was most likely done as the alpha is generally a "lets get everything running first" sort of deal. After the primary bugs are squashed, we'll see that upload rate drop significantly. Very significantly. So for now, we'll relax, as Max is busting his hump on this very issue as we speak!
The download/received numbers seem abysmally low for 16 players. That's about 2 packets received per second from each player. And each packet is only 183 <b>BYTES</b>. The server isn't receiving very much at all from the players, it seems.
Also note that during this monitor, the server console was flooding with one or two people in the connect/disconnect loop.
Comments
140kb/s with only 1 client connected is VERY HIGH, even for a high bandwidth demanding game like Bad Company 2.
when people start joining everyone starts getting mouse delays and the such so there must be too much going on somewhere
in the game with the added people.
Which I guess can probably be grouped with the fact it is using alot of bandwidth as everything is having to send more data than
that is needed.
However, I've noticed that my upload rate is 140kiloBYTES/sec.
140kb/s for only 1 client connected?
I'm sure that this is the cause of so much lag.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm.. so is it 140kiloBYTES (140kBps) or 140kiloBITS (140kbps)? They are two very different things. 140KBPS is 1120kbps (over 1mbps required).. which is quite a bit of bandwidth...
Cheers,
Cheers,<!--QuoteEnd--></div><!--QuoteEEnd-->
140kiloBYTES/sec.
<b>The server keeps spamming insane amounts of "useless" strings (resources or realtime) to every client that's connected or connecting.</b>
These are huge 1409-byte packets which DROWN all the real traffic beneath them, indeed ALL traffic, even DNS requests have a hard time getting out with just 5 clients connected!
<a href="http://imgur.com/BeCOn.jpg" target="_blank"><img src="http://imgur.com/BeCOn.jpg" border="0" class="linked-image" /></a>
And with some thousand(s) of players trying to join every server that comes online...
What I think is happening is, the server replicates a hefty string table of resource names and other junk to every client that connects to it.
If there weren't new connection attempts every 20 seconds it might not be so bad..
Obviously a server shouldn't be sending 140kilobytes/sec for only 1 client in a game like this (nor any other).
Devs, please, take a look at this.
Not to say they aren't reading the forums and might stumble across it, but pressing F1 is a better place for it.
Welcome to Alpha testing.
<b>These server keeps spamming insane amounts of useless strings (resources or realtime) to every client that's connected or connecting.</b>
These are huge 1409-byte packets which DROWN all the real traffic beneath them, indeed ALL traffic, even DNS requests have a hard time getting out with just 5 clients connected!
<a href="http://imgur.com/0NTUF.jpg" target="_blank"><img src="http://imgur.com/0NTUF.jpg" border="0" class="linked-image" /></a>
And with some thousand(s) of players trying to join every server that comes online...<!--QuoteEnd--></div><!--QuoteEEnd-->
Also do we know what method they use at all? for instance source based games have tickrates 33, 66 or 100 updates a second maybe these servers
are trying to update everything/one too frequently?
Like/Get it noticed,
I am pretty sure they know already though
It would seem this only happens to full servers (but I have not confirmed this). The client sends a list of filename strings to sync with the server, but the problem is it keeps resending the same ones forever. For the short period of time I played, I saw a home broadband connection go down because of this as soon as it hit the max players.
before the game gets completely unplayable as far as the people unable to connect I am not sure I didn't check that.
Maybe a simple hash value could serve the same purpose? The Builder program could generate it when a mod/game is built and the clients only have to compare that value. In other words, a simple CRC type check. A GUID would work for this.
I don't know, I'm basically taking a shot in the dark, guessing. Regardless of the Alpha'iness this makes me one happy panda to see NS2 hit this stage. Big step! Thank you UWE!
Other way around. It's the server shelving out those strings.
It seems to stabilize after a good while (per connection).. All in all, I'm pretty sure all this junk doesn't belong in the core protocol, no matter what it's purpose.
Just like Source lets people host their custom resources and whatever on external HTTP servers.
<a href="http://getsatisfaction.com/unknownworlds/topics/console_being_spammed_with_connect_disconnect_messages" target="_blank">http://getsatisfaction.com/unknownworlds/t...onnect_messages</a>
Also I think the constant barrage of connection requests and massive bandwidth is actually effecting the performance of my game. I can join a server (eventually), and get 40-50fps fine. Tho if I host, after about 10 minutes of playing, with 2-3 people, my FPS crawls down to 12-15fps (Q6600/HD5850 here).
I'd imagine UWE/Max will probably be looking into this as we speak. It's pretty blatant!
min / avg / max
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
The download/received numbers seem abysmally low for 16 players. That's about 2 packets received per second from each player. And each packet is only 183 <b>BYTES</b>. The server isn't receiving very much at all from the players, it seems.
Also note that during this monitor, the server console was flooding with one or two people in the connect/disconnect loop.