Too many moves to process in a frame(6 allowed, 6 run), discarding move

TechnIckSTechnIckS Join Date: 2007-01-14 Member: 59616Members
edited November 2012 in Server Discussion
<div class="IPBDescription">Why!??</div>UPDATE: There was some affinity issue on my machine. Fixed now. (S1 was 2,3,4 and S2 was 0-7, changed S2 to 5,6,7, problem fixed)

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Since upgrading the server to 230 i keep getting this constantly:

Too many moves to process in a frame(6 allowed, 6 run), discarding move.

It starts choking the server... anyone have any ideas why it's doing this??

Also:

"Client sent a move too far in the past" and similar message for the future!??

WTF?!??
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Comments

  • krazekraze Join Date: 2012-10-26 Member: 163744Members
    I got this to but I didn't notice any issues with the server. If anything is played better. I just assumed it was more debugging information so they could track down issues.
  • TechnIckSTechnIckS Join Date: 2007-01-14 Member: 59616Members
    Hmmm i moved some cores around, looks like server 1 was cores 2,3,4 and server 2 for some reason got un-restricted (0-7). I'll update the situation in a moment, so far the last 5 minutes have been ok.
  • WasabiOneWasabiOne Co-Lead NS2 CDT Join Date: 2011-06-15 Member: 104623Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts
    there is some debugging turned on the servers, its not an issue, just ignore.
  • TechnIckSTechnIckS Join Date: 2007-01-14 Member: 59616Members
    Confirmed, it was the affinity. Fixed.
  • CoTTonCoTTon Join Date: 2005-02-28 Member: 42773Members
    edited November 2012
    Hmm

    I checked my log and it has this too - however I am currently running a batch file where it automatically sets the affinities to 567

    not sure if it is lagging or not.

    also getting these?

    Client sent a move too far in the past (39380.23 ms behind)

    Client underflowed time credit (35.81 ms for move)


    etc
  • ByorunByorun Join Date: 2003-04-19 Member: 15661Members, Constellation
    i am just standing in the readyroom. then i get a red plug and this output on the server until i timeout
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Client sent a move in the future (1199775.33 ms ahead)
    Client underflowed time credit (37.78 ms for move)
    Client sent a move in the future (1199761.20 ms ahead)
    Client underflowed time credit (34.33 ms for move)
    Client sent a move in the future (1199783.91 ms ahead)
    Client underflowed time credit (37.09 ms for move)
    Client sent a move in the future (1199772.52 ms ahead)
    Client underflowed time credit (41.67 ms for move)
    Client sent a move in the future (1199833.62 ms ahead)
    Client underflowed time credit (37.73 ms for move)
    Client sent a move in the future (1199818.30 ms ahead)
    Client underflowed time credit (36.55 ms for move)
    Client sent a move in the future (1199878.23 ms ahead)
    Client underflowed time credit (39.12 ms for move)
    Client sent a move in the future (1199865.48 ms ahead)<!--c2--></div><!--ec2-->
    that are just a few lines from the log

    this cant be "just debugging"
  • kamuletoekamuletoe Join Date: 2012-11-15 Member: 171207Members
    edited November 2012
    I'm getting this information too on my Combat Mode server. She's running on an i5. Stock everything. This computer has a fresh install of Win7 (before I littered it with NS2 files). I just tried setting the affinity to cores 3 and 4. I'm still getting this 6 steps thing. Just wanted to give more information. I normally have solid performance <a href="http://ns2servers.devicenull.org/servers/30368/98.214.176.106:27011" target="_blank">ns2server link</a>

    edit: Also I just noticed this after updating to 230. Hope this helps!
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    Message appears when you refresh the server web interface.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The "Too many moves to process in a frame" message is nothing new. It was always doing that, it just wasn't displaying the message. The other message about the client underflowing the time credit or sending a move too far in the future are part of the server-side verification of the client input. This is necessary to prevent speed hacking. Some of these messages will get logged under normal circumstances, but I left them in there so we could make sure that legitimate players were not being affected by the anti-speed hacking code.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=2030211:date=Nov 20 2012, 10:30 AM:name=Byorun)--><div class='quotetop'>QUOTE (Byorun @ Nov 20 2012, 10:30 AM) <a href="index.php?act=findpost&pid=2030211"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i am just standing in the readyroom. then i get a red plug and this output on the server until i timeout
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Client sent a move in the future (1199775.33 ms ahead)
    Client underflowed time credit (37.78 ms for move)
    Client sent a move in the future (1199761.20 ms ahead)
    Client underflowed time credit (34.33 ms for move)
    Client sent a move in the future (1199783.91 ms ahead)
    Client underflowed time credit (37.09 ms for move)
    Client sent a move in the future (1199772.52 ms ahead)
    Client underflowed time credit (41.67 ms for move)
    Client sent a move in the future (1199833.62 ms ahead)
    Client underflowed time credit (37.73 ms for move)
    Client sent a move in the future (1199818.30 ms ahead)
    Client underflowed time credit (36.55 ms for move)
    Client sent a move in the future (1199878.23 ms ahead)
    Client underflowed time credit (39.12 ms for move)
    Client sent a move in the future (1199865.48 ms ahead)<!--c2--></div><!--ec2-->
    that are just a few lines from the log

    this cant be "just debugging"<!--QuoteEnd--></div><!--QuoteEEnd-->
    Is this on a listen server or on a dedicated server?
  • ByorunByorun Join Date: 2003-04-19 Member: 15661Members, Constellation
    that is the log from a b230 dedicated server on windows server 2008
  • dmr9748dmr9748 Join Date: 2012-11-21 Member: 172780Members
    I have been getting this on my server since the 230 release and it is destroying my server.

    It will spam the console window with "Too many moves to process in a frame(6 allowed, 6 run), discarding move" enough to delay chat input by at least 3 seconds and will lag the game out until the performance is 0%.

    I already change the affinity and it is still doing the same thing.

    I will see this message come up about 18 times before seeing a "Client sent a move too far in the ...." message when the server is running fine.

    It usually happens near the end of the game and I have seen it on different maps. I only have standard ns2 maps running in the rotation at the moment so I am not sure if it does this on modded maps or not.

    It happens in an instant and not gradually. Everything is running fine one moment then it lags the server to a halt.

    Only mods I am running are ns2stats and DAK Admin Kit.

    Happens at random as some of my regulars and friends have stated that they played a few maps without any problems.

    Any ideas?
  • SkymasterSkymaster Join Date: 2007-12-16 Member: 63177Members
    Having the same problem here.

    What to do?
  • xritamxritam Join Date: 2012-11-21 Member: 172797Members
    I have the exact same problem.
  • DeadmindsXDeadmindsX Join Date: 2012-11-07 Member: 168110Members
    Ignore it. won't harm anything
  • xritamxritam Join Date: 2012-11-21 Member: 172797Members
    edited November 2012
    <!--quoteo(post=2031870:date=Nov 21 2012, 09:47 PM:name=DeadmindsX)--><div class='quotetop'>QUOTE (DeadmindsX @ Nov 21 2012, 09:47 PM) <a href="index.php?act=findpost&pid=2031870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ignore it. won't harm anything<!--QuoteEnd--></div><!--QuoteEEnd-->
    It has been causing minor rubber banding to some players. the cpu also doesn't look to be over taxed at the time of the error.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Just to check whether it's caused by something in my code... did anyone get this issue when the server wasn't running Combat Mode? I wonder if it's related to some of the OnUpdate hooks we're doing...
  • ByorunByorun Join Date: 2003-04-19 Member: 15661Members, Constellation
    my server is running without mods
  • sansan Join Date: 2005-01-09 Member: 34129Members
    Same for me on my server (with and without mod)
    i got this message like spam by 5-80 lines in one time causing freeze/lag
    Another issue but it's with the webadmin when we refresh it may causing freeze on my server.
    Before the 230 my server runing fine but since the last two build it's hard ....
  • ByorunByorun Join Date: 2003-04-19 Member: 15661Members, Constellation
    I had to shut down my server because it is unplayable there right now
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    I have noticed this along with decreased server performance ever since the update before last.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    Wild guess: Could the console spam actually cause the performance problems? Writing the log is very disk intensive because afaik appending to files is broken and you have to rewrite the whole file every time you want a new line in. Could be totally wrong though.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    That does bring up the good point that the non ability to append files is an issue.
  • CoTTonCoTTon Join Date: 2005-02-28 Member: 42773Members
    If i refresh the web admin tool i will see those errors.

    If i refresh it lets say 5 times in a row - it will show those errors then the server tick rate goes to 1.
  • cdngamingcdngaming Join Date: 2012-11-25 Member: 173178Members
    Ever since the latest build i have been having the exact same problems. I always find when the match getting most hectic, either aliens finishing off marines or vice versa there is rubber banding. A symptom also not yet mentioned that I have had twice now, when it starts writing this line probably close to 30 times a second the server actually locks up, it still shows 24/24 but you cannot connect and the server requires a restart.

    I never had these issues before, I was even running 2 servers off the same machine no problem with plenty of hardware and bandwidth to spare for another server so I'm assuming there is now a problem with the server its self.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    edited November 2012
    Why is the debug code on by default?

    Should there not be a -debug line filter, that UWE can use on their official servers to garner this log info?
    How is making that spamming the console on servers UWE do not control, going to help them?


    EDIT:
    I have a server 2x Xeon 3.6GHZ and 8GB ram. I should be able to run at least 1x 16 slot server. I cannot. I have actually only tried to run a server on it since 230, so I don't how it would have gone in 228/229...
  • cdngamingcdngaming Join Date: 2012-11-25 Member: 173178Members
    being able to disable this debug would be great, this mass spamming of errors is most certainly causing the problem.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    Wonder if it's a lua setting we can modify to see what happens?
  • CoTTonCoTTon Join Date: 2005-02-28 Member: 42773Members
    Well -

    I just got this flooded in my server log - caused huge rubber banding issues.

    Can we please turn this off - it is really affecting the servers...
  • RothgarRothgar Join Date: 2009-11-13 Member: 69372Members
    Have we thought that the actual underlying problem causing the messages might be the issue, not the displaying of the message?
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