Server having issues?

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Lillu
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Re: Server having issues?

Post#21 » Mon Jul 07, 2014 5:48 pm

We actually found something a few days ago that might be causing some performance issue, nothing major but we're still investigating it.

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wormeye
Posts: 27

Re: Server having issues?

Post#22 » Mon Jul 07, 2014 9:40 pm

I just did a quick and dirty test with packet analyzer:



PPS (Server) = packets per second from thf-server (average)
PPS (Client) = packets per second from my client send out to thf-server




Scenarios:

A) 2 groups of 6 characters killing and moving in HoH
80 packets to each Client = 80 x 12 = 960 packets PER second from server to all in zone (12 Clients)

B) 50 Characters in HoH (outside raid) at Zone-in, one group is moving and killing
30 packets to each Client = 30 x 50 = 1500 packets from server to 50 clients PER second
AND
80 packets to the group's clients = 80 x 6 = 480 packets from server to 6 clients PER second
= ~2000 packets from server to all clients in zone (per second).

All packets are UDP, with a small size of 60-120 bytes (some are around 200 bytes).


When i have more time, more tests are incoming (with an active client or two).

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Nemen

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Denizen
Posts: 882

Re: Server having issues?

Post#23 » Tue Jul 08, 2014 6:11 am

Let me reiterate: I've never paid much attention to, or studied internet connections and their complexities. I am starting to learn about them more now in the never ending struggle to conquer lag.

Can you recommend a good freeware program that would let me make a log file of my throughputs? I've been roughly eyeing my Dispatch Pro graphs per computer and I think I was off...adding them together it looks like, from tonight's play at least, that my max was about 1.6 mbps.

Be that as it may, this, and the earlier estimates, are still way below the load put on connections from watching a streaming video.

I've read things like streaming videos only open one socket whereas with multiple characters and using isboxer, multple sockets are involved. Maybe number of sockets does something to form a bottleneck? Again, I'm a network novice so IDK.

Again an observation that I don't understand...I get more lag and more Link Dead, frozen or otherwise out of it characters when playing on one 10 mbps connection. When playing on two (combined by Connectify Dispatch Pro to give around 20 mbps) things go faster, with fewer LDs even though I'm apparently only using a small fraction of one of the 10mbps connections. This makes me think that there is something else in the connection, like ability to handle packets, sockets etc. that isn't simply reflected in bandwidth.

I do know that zones like Dreadspire do not lag much even with lots of players, pets and mayhem...but HoH can grind things to a halt. And Xeru is happily dead again.
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Vaion
Posts: 3712

Re: Server having issues?

Post#24 » Tue Jul 08, 2014 8:18 am

wormeye wrote:I just did a quick and dirty test with packet analyzer:



PPS (Server) = packets per second from thf-server (average)
PPS (Client) = packets per second from my client send out to thf-server



I actually just looked at the coding and found a sequence where attack/damage packets were being allowed through even with correct filters set. Testing the fix now :)
Oh the fun you all are going to have in DSK3...
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Nilbus
Posts: 1258

Re: Server having issues?

Post#25 » Tue Jul 08, 2014 1:46 pm

Vaion wrote:
wormeye wrote:I just did a quick and dirty test with packet analyzer:



PPS (Server) = packets per second from thf-server (average)
PPS (Client) = packets per second from my client send out to thf-server



I actually just looked at the coding and found a sequence where attack/damage packets were being allowed through even with correct filters set. Testing the fix now :)


That would explain why a lot of my disconnects seem to happen to melee chars while ranged casters survive most of it. Yay V.
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Vaion
Posts: 3712

Re: Server having issues?

Post#26 » Tue Jul 08, 2014 2:47 pm

Aye the filter fix pertains to packets being sent for melee damage to "nearby" clients. It was checking for one set of filters but then did not push the "don't send this" response to the next function.

Now however, the two functions communicate properly and just from my internal testing with melee filters on, I went from 47 average packets per second during a fight to 21. Not a huge difference, but every bit helps.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Safiya
Posts: 129

Re: Server having issues?

Post#27 » Tue Jul 08, 2014 3:21 pm

You knocked down the packets sent by more than half. That's a pretty large difference. As to if it's noticeable in game, I have yet to test. Either way, thanks! It's certainly a step in the right direction for lag issues.

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Alulien
Posts: 283

Re: Server having issues?

Post#28 » Tue Jul 08, 2014 4:41 pm

Is there anything else besides the serverfilter/filtering settings that can be done client-side to reduce unnecessary packets from being sent?
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Vaion
Posts: 3712

Re: Server having issues?

Post#29 » Tue Jul 08, 2014 7:49 pm

There really isn't. Most packets sent to the client need to be sent/received. The message spam/combat chatter is pretty much the only thing that can safely be blocked without hindering the clients functionability.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Nilbus
Posts: 1258

Re: Server having issues?

Post#30 » Tue Jul 08, 2014 7:57 pm

V could you check in to the Spell dmg filtering? Seems it is all or nothing and not allowing "mine only" to function.
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