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View Full Version : Major Bug in Multiplayer (dedicated servers)


ATAG_Bliss
10-18-2011, 08:49 AM
I don't know if any other hosters have seen this yet, but the server seems to be losing sync with steam at random now.

To explain, out of the blue the chat messages will stop (say there's 60-70 people on the server), those messages will stop for seconds to minutes (which with that many people they never stop lol) and then all the sudden it will resync and come back. When this happens people warp all over the place.

For instance, the server dos box will come unresponsive as this is occurring. You will see people's text, planes being shot down etc. etc. in the dos box but will not see it in game. Then out of the blue it will come back and all will be fine again. This has never happened before. Granted we had 90+ players yesterday, it was doing this with only 50 (and we've 75 long before this patch without this problem)

Currently my sig says there's 32 on the server and has said this for hours now, even after a restart. That link in my sig is basically the steam browser and has never faulted ever, as far as being accurate or up to date for player count and/or status of the server.

This is the server performance with 70+ players on: http://forum.1cpublishing.eu/showpost.php?p=350385&postcount=109

As you can see, we could probably run 10 or more servers at max capacity without breaking a sweat, so it has nothing to do with the dedi machine's performance nor the bandwidth (we have 10gbps upload/download fiber line).

If someone from the team could look into this, it would be much appreciated.

When everything is "synced" up, MP performance has never been better. No stuttering on spawning at all anymore. There is low level stuttering, but monitoring FPS, it's a low fps situation not a player connecting, leaving, spawning etc. type of deal which we had before.

Very good work, just hope this issue gets sorted.

PS - The server has yet to crash regardless of the amounts of players, etc., but when it's unresponsive, it loses itself on the browser list. We are now running the server without HL to see if that has an effect, but the same thing seems to happen with or without it, so I don't think that's a problem.

One last thing on the subject, to give an idea of what is going on, I shot down a stuka and my kill message for it came up almost 5 minutes later. It's as if the data is being delayed for some reason.

Thanks again.

Ataros
10-18-2011, 09:40 AM
Did not have much time to play with it yet.

When chat stops it usually means that 1 or all processor cores are busy 100%. This is what we saw before launcher crash usually. Could you monitor processor load when this happens please. It may jump to 100% on one core without reason.