PlasmaJoin Date: 2003-04-26Member: 15855Members, Constellation, Squad Five Blue
The progress page has marked the memory leak as Finished (was on Started an hour ago) <a href="http://www.unknownworlds.com/ns2/progress" target="_blank">http://www.unknownworlds.com/ns2/progress</a>
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
Yeah, you're spot on SN.Wolf. The two are tied together. They may have fixed some kind of pseudo buffer overflow problem at the C code level; however, if the game entities are bogging things down too then both aspects need to be addressed.
It may not be this weekend, or even mid next week, but UWE will fix it.
I just checked my server and had about 500 of those spamed today, odd thing is, it's the first time i seen it. Patch in about 12 hours so we will see what happens. Good work on getting that out to us before the holiday as some of us will be stuffed with turkey we won't be able to move from the desktop!
AMD PhenomX4 965 BE 3.4GHz, 8gb 50/50mbit, no NAT 12 Players
CPU usage averaging 50-75% on core 1, 10-20% on core 2-4 RAM usage steady at approx. 461 MB with no indicaiton of leaks. Network bandwidth used is on average 1Mbps.
Gameplay is reportedly smooth with no apparent issues linked to lack of hardware performance or unreasonable load from the server executable. Players report having issues with sounds looping and hit registration to some extent, occasionally falling through the map, but they are otherwise happy to play.
Towards the end of a round server log gets flooded with "Network variable 'eggId' has value 65535 which is outside the range that can be sent using 12 bits."
<!--quoteo(post=1790333:date=Aug 1 2010, 07:48 AM:name=Weidah)--><div class='quotetop'>QUOTE (Weidah @ Aug 1 2010, 07:48 AM) <a href="index.php?act=findpost&pid=1790333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
Same. No matter what I do, always saying local server started and (LAN) on server list.
Hosted and played a game that went for 30mins, server ram usage peaked at 450mb. Still getting a few lua spam here and there. But its definitely a lot more stable.
Client side, I've no idea why, it might be psychological, but my FPS seem to feel smoother.
i started a server today and got this message spam, until it crashed: "network variable 'eggId' has value 65535 which is outside the range that can be sent using 12 bits."
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lua call stack: Error: lua/Crag.lua:97: attempt to index local 'ent1' (a nil value)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lua call stack: Error: lua/Crag.lua:119: invalid order function for sorting<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lua call stack: Error: lua/Crag.lua:101: attempt to index local 'ent2' (a nil value)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->xx.xx.xx.xx: Client has accumulated too many snapshots<!--QuoteEnd--></div><!--QuoteEEnd-->
and ~19000 times <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Network variable 'eggId' has value 65535 which is outside the range that can be sent using 12 bits<!--QuoteEnd--></div><!--QuoteEEnd-->
Atm it's running with 8/10 players @ 460MB and average 28% cpu usage of an i5 2,8GHz
<!--quoteo(post=1809470:date=Nov 23 2010, 10:33 PM:name=Sorcerer)--><div class='quotetop'>QUOTE (Sorcerer @ Nov 23 2010, 10:33 PM) <a href="index.php?act=findpost&pid=1809470"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Atm it's running with 8/10 players @ 460MB and average 28% cpu usage of an i5 2,8GHz<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess thats a quad core? So 100% on the worker thread on one core.
I have about 24 hours up time on a single run so far, 10 player. It still gets very choppy on hydras but if you can play without them for now it is actually smooth. The hydras get an error something like "couldn't attach hydra spray"spammed or something near to that but when the hydras where eliminated the game/server smoothed back out.
The mem usage seems to bump up about 2Mb for every player in the server but no more climbing mem problems. All in all its a milestone on the servers performance. I still get the mem access error but only on manual shutdown.
I tried to run dedicated server on my 8core 8gb ram 100mbit upload server.
It starts fine, but when i connect to it, im getting pretty big lags/stuttering. In net stats server rate is 30, but updates recv often goes down to 10 for long time. Whats the problem?
Server connection is fine, I can download at 10mb/s to from the server to my home connection at the same time.
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1811062:date=Nov 26 2010, 11:49 PM:name=Licho)--><div class='quotetop'>QUOTE (Licho @ Nov 26 2010, 11:49 PM) <a href="index.php?act=findpost&pid=1811062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->CPU usage is also is nearly at 0.<!--QuoteEnd--></div><!--QuoteEEnd-->
Something is very wrong. The dedicated server uses around 60% of a core with no players connected. If it's at 0, you have done something horribly wrong.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
<!--quoteo(post=1811076:date=Nov 27 2010, 03:51 PM:name=devicenull)--><div class='quotetop'>QUOTE (devicenull @ Nov 27 2010, 03:51 PM) <a href="index.php?act=findpost&pid=1811076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The dedicated server uses around 60% of a core with no players connected.<!--QuoteEnd--></div><!--QuoteEEnd-->
Mine is at about 5.5%-6% with 0-1 players (makes no difference if the only player is idle). That is on a single core, total across all 12 threads (6 cores) is at about .6%.
There is no firewall. However I solved the problem. Changed network adapter to 100mbit instead of 1gbit mode and now its without lags freezing me in place all the time.
<!--quoteo(post=1811076:date=Nov 27 2010, 12:51 AM:name=devicenull)--><div class='quotetop'>QUOTE (devicenull @ Nov 27 2010, 12:51 AM) <a href="index.php?act=findpost&pid=1811076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something is very wrong. The dedicated server uses around 60% of a core with no players connected. If it's at 0, you have done something horribly wrong.<!--QuoteEnd--></div><!--QuoteEEnd--> My server idles at 5-10% of a 2.7GHz dualcore, seems to work fine. I can't imagine a process idling at 60% being good/intentional/normal.
<!--quoteo(post=1811276:date=Nov 27 2010, 09:31 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Nov 27 2010, 09:31 PM) <a href="index.php?act=findpost&pid=1811276"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My server idles at 5-10% of a 2.7GHz dualcore, seems to work fine. I can't imagine a process idling at 60% being good/intentional/normal.<!--QuoteEnd--></div><!--QuoteEEnd-->
On my server and on my local machine, the server.exe idles at around 60-70% of one core. What operating system do you use? For me, its Win 7 and Windows Server 2008 R2 (both have same behaviour).
Comments
SN.Wolf: I have some of the same spam issues occurring.
Any news would be good as i don't think i want to make my other servers suffer to run the ns2 server for much longer.
It may not be this weekend, or even mid next week, but UWE will fix it.
BTW: Thanks for burning late into the night, it is appreciated!
oh btw. can someone tell me what server commands do work with the webserver?
AMD PhenomX4 965 BE 3.4GHz, 8gb
50/50mbit, no NAT
12 Players
CPU usage averaging 50-75% on core 1, 10-20% on core 2-4
RAM usage steady at approx. 461 MB with no indicaiton of leaks.
Network bandwidth used is on average 1Mbps.
Gameplay is reportedly smooth with no apparent issues linked to lack of hardware performance or unreasonable load from the server executable. Players report having issues with sounds looping and hit registration to some extent, occasionally falling through the map, but they are otherwise happy to play.
Towards the end of a round server log gets flooded with "Network variable 'eggId' has value 65535 which is outside the range that can be sent using 12 bits."
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.<!--QuoteEnd--></div><!--QuoteEEnd-->
Same. No matter what I do, always saying local server started and (LAN) on server list.
Hosted and played a game that went for 30mins, server ram usage peaked at 450mb. Still getting a few lua spam here and there. But its definitely a lot more stable.
Client side, I've no idea why, it might be psychological, but my FPS seem to feel smoother.
So I am pretty happy with 156.
Good stuff UWE :)
However some recurrent errors appeared:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lua call stack:
Error: lua/Crag.lua:97: attempt to index local 'ent1' (a nil value)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lua call stack:
Error: lua/Crag.lua:119: invalid order function for sorting<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lua call stack:
Error: lua/Crag.lua:101: attempt to index local 'ent2' (a nil value)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->xx.xx.xx.xx: Client has accumulated too many snapshots<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Error: No matching overload found, candidates:
void __init(luabind::argument const&,custom [float],custom [float],custom [float])
void __init(luabind::argument const&,Vector const&)
void __init(luabind::argument const&)
Lua call stack:<!--QuoteEnd--></div><!--QuoteEEnd-->
and ~19000 times
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Network variable 'eggId' has value 65535 which is outside the range that can be sent using 12 bits<!--QuoteEnd--></div><!--QuoteEEnd-->
Atm it's running with 8/10 players @ 460MB and average 28% cpu usage of an i5 2,8GHz
I guess thats a quad core?
So 100% on the worker thread on one core.
The mem usage seems to bump up about 2Mb for every player in the server but no more climbing mem problems. All in all its a milestone on the servers performance. I still get the mem access error but only on manual shutdown.
It starts fine, but when i connect to it, im getting pretty big lags/stuttering. In net stats server rate is 30, but updates recv often goes down to 10 for long time. Whats the problem?
Server connection is fine, I can download at 10mb/s to from the server to my home connection at the same time.
CPU usage is also is nearly at 0.
Something is very wrong. The dedicated server uses around 60% of a core with no players connected. If it's at 0, you have done something horribly wrong.
Mine is at about 5.5%-6% with 0-1 players (makes no difference if the only player is idle). That is on a single core, total across all 12 threads (6 cores) is at about .6%.
It uses some CPU but it almost never goes above 10% of one core usage.
Its actually VPS inside native Linux host, perhaps that could break some stuff too? Though i cant imagine what.
Both host and VPS report being pretty much idle, network is uncongested and still im geting only 1/2 of server updates .. strange..
However I solved the problem. Changed network adapter to 100mbit instead of 1gbit mode and now its without lags freezing me in place all the time.
There actually appears to be performance increase if i force server to run on just one core.
My server idles at 5-10% of a 2.7GHz dualcore, seems to work fine. I can't imagine a process idling at 60% being good/intentional/normal.
On my server and on my local machine, the server.exe idles at around 60-70% of one core.
What operating system do you use? For me, its Win 7 and Windows Server 2008 R2 (both have same behaviour).
AMD Athlon 64 x2 2.7GHz
1.7GB ram