Steve Posted December 29, 2017 Report Share Posted December 29, 2017 Today we were capping cartels and we didn't even end up fighting at the cartel halfway through capping it the server lags. This has been a consistant thing I've seen in the last 2-3 days. @Bikstok said the cartel script is inefficient because of how it runs. Could you elaborate on this more? @bamf @Gnashes Joe (StealthProxy), FudgeR, Xehons and 7 others like this Link to comment
JAY1HP Posted December 29, 2017 Report Share Posted December 29, 2017 Man, everything lags the server at this point... Buck, Squirtle, Silver-Spy and 1 other like this Link to comment
FudgeR Posted December 29, 2017 Report Share Posted December 29, 2017 (edited) everytime theres a lot of ppl on and we contest a cartel and were fighting shit happens it has to be the cartel script and azeh also said he showed a good dev the script and he said it was written like shit Edited December 29, 2017 by Fudger Link to comment
Steve Posted December 29, 2017 Author Report Share Posted December 29, 2017 Just now, Fudger said: everytime theres a lot of ppl on and we contest a cartel and were fighting shit happens it has to be the cartel script and azeh also said he showed a good dev the script and he said it was written like shit I have speculated as to whether or not the way dirty money generates causes the lag. If my memory servers me right, dirty money at cartels as opposed to the drugs them selves being in the fridge was around the time this started to happen. I don't know tbh, regardless hearing "it's bohemias problem" no matter what we say is getting real fuckin old. JAY1HP, Squirtle, Joe (StealthProxy) and 1 other like this Link to comment
JAY1HP Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Steve said: I have speculated as to whether or not the way dirty money generates causes the lag. If my memory servers me right, dirty money at cartels as opposed to the drugs them selves being in the fridge was around the time this started to happen. I don't know tbh, regardless hearing "it's bohemias problem" no matter what we say is getting real fuckin old. You have a very good point Link to comment
Redtails2000 Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Steve said: I have speculated as to whether or not the way dirty money generates causes the lag. If my memory servers me right, dirty money at cartels as opposed to the drugs them selves being in the fridge was around the time this started to happen. I don't know tbh, regardless hearing "it's bohemias problem" no matter what we say is getting real fuckin old. is it was a bohemia issue every server would face these issues but no other server does asylum has already lost its playerbase u can see that by the fact they shut down 2 servers till the others lag tf out Link to comment
Steve Posted December 29, 2017 Author Report Share Posted December 29, 2017 Just now, Redtails2000 said: is it was a bohemia issue every server would face these issues but no other server does asylum has already lost its playerbase u can see that by the fact they shut down 2 servers till the others lag tf out It effects other communities but only a handful. I believe if it was completely a bohemia problem we would hear about it in a lot more communities. Link to comment
Mayhem Posted December 29, 2017 Report Share Posted December 29, 2017 You know something is wrong when I kill @Sheep at a cartel all because of the lag. Please fix Bifta, Johnny, Roice and 3 others like this Link to comment
Noliver. Posted December 29, 2017 Report Share Posted December 29, 2017 Remove cartels! massi likes this Link to comment
Buck Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Noliver. said: Remove cartels! No one fights them anyways RexProcer likes this Link to comment
Noliver. Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Buck said: No one fights them anyways ur right Buck likes this Link to comment
Buck Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Noliver. said: ur right And when you do fight its a ddos war and too much shit talking and you know that shit gets old quick Noliver. likes this Link to comment
Bikstok Posted December 29, 2017 Report Share Posted December 29, 2017 The cartel script is in the server side code, meaning that only developers have access to it. Last time I saw it was over a year ago, so it definitely could have been rewritten. Basically it checks every minute for players within every cartel zone, then decides if the cap should move. Obviously pretty inefficient, but I doubt it would cause this crazy server lag unless there's a memleak in there. Asylum desperately needs to move away from all these loops and threads, and change to a more event-driven architecture. I'm more inclined to believe that there's some other script running amok. I mean, how does one accidently break 50cal damage?? Space, massi, Steve and 2 others like this Link to comment
Jesse Posted December 29, 2017 Report Share Posted December 29, 2017 (edited) Just now, Bikstok said: The cartel script is in the server side code, meaning that only developers have access to it. Last time I saw it was over a year ago, so it definitely could have been rewritten. Basically it checks every minute for players within every cartel zone, then decides if the cap should move. Obviously pretty inefficient, but I doubt it would cause this crazy server lag unless there's a memleak in there. I run several constant loops on Olympus with varying sleeps (1 second - 5 second ones) to monitor different things. I as well doubt that this would be an issue if it has a sleep of 1 minute. Good chance it's something else :p. Edited December 29, 2017 by Jesse Good Lub likes this Link to comment
Bikstok Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Jesse said: I run several constant loops on Olympus with varying sleeps (1 second - 5 second ones) to monitor different things. I as well doubt that this would be an issue if it has a sleep of 1 minute. Good chance it's something else :p. Well, there's not many other choices sometimes. It definitely impacts the performance though. Especially if you have hundreds of events running on new threads all the time. Surely you would agree that constant loops are a necessary evil, but should be minimized wherever possible? Link to comment
Jesse Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Bikstok said: Well, there's not many other choices sometimes. It definitely impacts the performance though. Especially if you have hundreds of events running on new threads all the time. Surely you would agree that constant loops are a necessary evil, but should be minimized wherever possible? Oh well yeah ofc. Good Lub likes this Link to comment
Witz Posted December 29, 2017 Report Share Posted December 29, 2017 Is Arma2NET still a thing (2012) and optimized? Link to comment
Witz Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Azeh said: Bamf - 12/12/2017 A2N runs things at startup Maybe crates, but I don’t believe anything happening during actual game play is A2N It’s used where its serial nature isn’t an issue callExtension - This command is blocking, meaning that the game will wait for the extension to return before continuing. This may cause FPS drop if extension is not optimised. If extension takes too long, consider making asynchronous extension, where the result of the work of the extension is collected in a separate call. Link to comment
Jesse Posted December 29, 2017 Report Share Posted December 29, 2017 (edited) Just now, Azeh said: What's Olympus' server fps like? If there's a fair amount of players on, it will be <20 15 minutes after restart here. Been told like 10 times that <20 server fps may result in unforseen consequences but Mass kicks happen when server fps reaches 0 or 1. Our server FPS is typically 35-40. Right now with 40 players it 46fps. Worse possible days like when everyone has to download a new mission, etc is like 25fps. Edited December 29, 2017 by Jesse Azeh and Good Lub like this Link to comment
HereToStealYourIdeas Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Azeh said: What's Olympus' server fps like? If there's a fair amount of players on, it will be <20 15 minutes after restart here. Been told like 10 times that <20 server fps may result in unforseen consequences but Mass kicks happen when server fps reaches 0 or 1. Just now, Jesse said: Our server FPS is typically 35-40. Right now with 40 players it 46fps. If memory serves at full load it is around 30 or so but the last time I looked at it during max pop was months ago and we've added a lot since then so it very well could shit the bed at max pop. Azeh likes this Link to comment
Jesse Posted December 29, 2017 Report Share Posted December 29, 2017 (edited) Just now, Gnashes said: How do you have 0 Kbps in with 30 players connected? It's Arma who knows what that actually monitors regarding bandwidth? lol. Edited December 29, 2017 by Jesse Link to comment
HereToStealYourIdeas Posted December 29, 2017 Report Share Posted December 29, 2017 Just now, Gnashes said: How do you have 0 Kbps in with 30 players connected? IDK you tell me Link to comment
Mr. Fenwick Posted December 29, 2017 Report Share Posted December 29, 2017 (edited) Just now, Azeh said: What's Olympus' server fps like? If there's a fair amount of players on, it will be <20 15 minutes after restart here. Been told like 10 times that <20 server fps may result in unforseen consequences but Mass kicks happen when server fps reaches 0 or 1. Olympus servers actually run very smooth. I've been on for the past week and havent been battleeye kicked once and run a solid 60 FPS (minus the odd frame droppage in cities) this is with the servers full. Edited December 29, 2017 by Mr. Fenwick forgot something JIMBO, TheRealLethal, Bifta and 2 others like this Link to comment
Steve Posted December 29, 2017 Author Report Share Posted December 29, 2017 So I attempted to go through some patch notes and find things that sound like they would cause server memory to fill up long before it should. It would make sense this would happen when gangs fight each other and not so much when gangs fight cops because there isn't any Y/virtual inventory dropped from cops upon death. I'm not saying that Y inventory staying around for in excess of 5 minutes is the only cause of the mass kicks or server crashes but it seems unnecessary to me. @Gnashes what is the point of this? I've seen Y stay around for 10 or 12 minutes in some instances, and it would totally make sense that the server crashes or lags if large amounts are dropped from players fighting on the ground in a short period of time and not despawned within a reasonable time frame. I suggest that Y inventory doesn't despawn after at least 3 minutes but never stays for more then 5, or at least something like this. Maybe it's a bug, I really don't know. While we are on this topic I'd like to point out that there have been instances(more then 1) where I died and got revived but the guy next to me can see my Y on the ground and I can't. Squirtle, Space, FudgeR and 5 others like this Link to comment
Valkyrie Posted December 30, 2017 Report Share Posted December 30, 2017 58 minutes ago, Steve said: So I attempted to go through some patch notes and find things that sound like they would cause server memory to fill up long before it should. It would make sense this would happen when gangs fight each other and not so much when gangs fight cops because there isn't any Y/virtual inventory dropped from cops upon death. I'm not saying that Y inventory staying around for in excess of 5 minutes is the only cause of the mass kicks or server crashes but it seems unnecessary to me. @Gnashes what is the point of this? I've seen Y stay around for 10 or 12 minutes in some instances, and it would totally make sense that the server crashes or lags if large amounts are dropped from players fighting on the ground in a short period of time and not despawned within a reasonable time frame. I suggest that Y inventory doesn't despawn after at least 3 minutes but never stays for more then 5, or at least something like this. Maybe it's a bug, I really don't know. While we are on this topic I'd like to point out that there have been instances(more then 1) where I died and got revived but the guy next to me can see my Y on the ground and I can't. +1 Link to comment
Professor Pericles Posted December 30, 2017 Report Share Posted December 30, 2017 1 hour ago, Steve said: So I attempted to go through some patch notes and find things that sound like they would cause server memory to fill up long before it should. It would make sense this would happen when gangs fight each other and not so much when gangs fight cops because there isn't any Y/virtual inventory dropped from cops upon death. I'm not saying that Y inventory staying around for in excess of 5 minutes is the only cause of the mass kicks or server crashes but it seems unnecessary to me. @Gnashes what is the point of this? I've seen Y stay around for 10 or 12 minutes in some instances, and it would totally make sense that the server crashes or lags if large amounts are dropped from players fighting on the ground in a short period of time and not despawned within a reasonable time frame. I suggest that Y inventory doesn't despawn after at least 3 minutes but never stays for more then 5, or at least something like this. Maybe it's a bug, I really don't know. While we are on this topic I'd like to point out that there have been instances(more then 1) where I died and got revived but the guy next to me can see my Y on the ground and I can't. +1 as well. @Rodrigo was on the server when Steve did his stress test as well. I think it warrants a look into! Link to comment
Steve Posted December 30, 2017 Author Report Share Posted December 30, 2017 Just now, Azeh said: @Steve recording? It's quite long ill upload it when I can. Should be within an hour. Link to comment
Steve Posted December 30, 2017 Author Report Share Posted December 30, 2017 (edited) Just now, Azeh said: @Steve recording? I know it's long but I thought it would be worth showing to prove I didn't cut anything out. Edited December 30, 2017 by Steve Space, DankBud, Kev 23 and 2 others like this Link to comment
Steve Posted December 30, 2017 Author Report Share Posted December 30, 2017 Just now, Azeh said: What was the exact time (like IRL) when you stopped recording? It was roughly 2 hours ago ill check in a bit. Link to comment
Steve Posted December 30, 2017 Author Report Share Posted December 30, 2017 Just now, Azeh said: just whatever the name of the recording is (assuming you use shadowplay) if you didn't cut out anything at the end 5:14 in the afternoon. Link to comment
Steve Posted December 30, 2017 Author Report Share Posted December 30, 2017 Just now, Azeh said: timezone? central standard. Link to comment
Gatorade Posted December 30, 2017 Report Share Posted December 30, 2017 I mean I wouldnt doubt it. Its one of the things that wasn't around when asylum didn't lag. All the fancy Y inventory additions / Crates + Housing Link to comment
DankBud Posted January 14, 2018 Report Share Posted January 14, 2018 On 12/30/2017 at 0:47 AM, Steve said: I know it's long but I thought it would be worth showing to prove I didn't cut anything out. i take it as a success as what could be a reason for it?? Link to comment
Donald Posted January 14, 2018 Report Share Posted January 14, 2018 maybe none of this shit is causing it maybe its because the servers are literally potatoes Link to comment
DankBud Posted January 15, 2018 Report Share Posted January 15, 2018 23 hours ago, Donald Clinton said: maybe none of this shit is causing it maybe its because the servers are literally potatoes Nah,if that was the case,it would shit the bed with half the people on a server...This is at least productive in some way,or could shed some light as to bamf or someone looking into it...Aside from the ddos attacks an such. I think it could be worth looking into as it clearly got them fucked over cause of lag,and that was the point of the video. Link to comment
Steve Posted January 15, 2018 Author Report Share Posted January 15, 2018 On 1/13/2018 at 8:31 PM, DankBud said: i take it as a success as what could be a reason for it?? I think y has some connection and the same for cartels. Everytime my gang caps 2 cartels even without any kinda gun fight it starts to lag. The way it is written is inefficient from what I've heard and it finally came to bite asylum in the ass after they added in so much other stuff in. Link to comment
DankBud Posted January 15, 2018 Report Share Posted January 15, 2018 Just now, Steve said: I think y has some connection and the same for cartels. Everytime my gang caps 2 cartels even without any kinda gun fight it starts to lag. The way it is written is inefficient from what I've heard and it finally came to bite asylum in the ass after they added in so much other stuff in. Im sure its prob a few things fighting each other an causing it to spaze out in some way...as far as the code goes i have no clue out of my realm of things for the most part,But least it does prove something isnt right..none the less tho could be a step into the right direction as for trouble shooting it.. Link to comment
Jeff_ Posted January 15, 2018 Report Share Posted January 15, 2018 then play on Olympus bud Link to comment
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