bamf

Change log 8.1.6

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Posted (edited)

1 minute ago, Mr.Purple said:

Why fix the 5min jail time. :FeelsBadMan:

fr who cares how long your in jail for. bounty hunters want money same with most cops

Edited by EthanS
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21 minutes ago, EthanS said:

fr who cares how long your in jail for. bounty hunters want money same with most cops

you want more Chinese people on the server mass rdming making people leave?

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2 hours ago, Bag Of Funyuns said:

you want more Chinese people on the server mass rdming making people leave?

Want people to get RDM by bounty hunters and spend 45min in jail making them leave?

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Just now, Mr.Purple said:

Want people to get RDM by bounty hunters and spend 45min in jail making them leave?

thats why they shouldnt be fixing that 5 min jail time ;D

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9 hours ago, Mr.Purple said:

@bamf If people are in a group with someone you are at war with everyone in the group should show up red.

+1

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10 hours ago, Mr.Purple said:

@bamf If people are in a group with someone you are at war with everyone in the group should show up red.

Yea please 

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Posted (edited)

On 6/21/2018 at 2:55 PM, EthanS said:

fr who cares how long your in jail for. bounty hunters want money same with most cops

I'd rather send you to jail then fly a heli over and watch you just sit and burn in there.  Dont matter how much you're wanted for

Edited by Bread

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37 minutes ago, Marzoh said:

why are the servers still lagging???????????????

lag was never fixed

fixing BE kicks was arguably bad because BE kicks make the server stop lagging

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1 minute ago, Azeh said:

lag was never fixed

fixing BE kicks was arguably bad because BE kicks make the server stop lagging

From what I understand the servers essentially "freezing" is some sort of restart while the server is still in a weird way online. Have you noticed when it catches up after 10 minutes or so the performance is like it just hard restarted? While it can be aids the end idea is that we don't have to deal with being kicked and losing our Y or wherever our car is.

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16 minutes ago, Azeh said:

lag was never fixed

fixing BE kicks was arguably bad because BE kicks make the server stop lagging

its been years!!!!!!!!!!

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Posted (edited)

23 hours ago, Steve said:

From what I understand the servers essentially "freezing" is some sort of restart while the server is still in a weird way online. Have you noticed when it catches up after 10 minutes or so the performance is like it just hard restarted? While it can be aids the end idea is that we don't have to deal with being kicked and losing our Y or wherever our car is.

https://forums.bohemia.net/forums/topic/150315-test-128-players-possible-at-arma3-sunday-28713/
It's from 2013, but that's pretty much exactly what we're experiencing. Scroll down to the points and 6, 7 and 8 are relevant. 
As explained under point 7 (although the actual reasoning is still unclear, his guess is reasonable): 
"Not 100% sure what happened - if it is a Script or Steamcheck causing this, as it doesn't occure in a special Timeframe.
As a Guesswork i'd say: Engine sums up everything and doesn't know what to do first ;)".

What they did to stop the lag was to lock the server whenever it started lagging so people couldn't join, and soon after the server stopped lagging. I said this to both Bamf and Gnashes (and didn't get a response from either) but was told by an admin that they tried and it didn't help. This wouldn't be a fix either way, but rather a way reduce the length of the server lag once it happens.

Regardless, the server lag comes down to server fps being below the recommended threshold. At some point it just starts choking and server fps hits 1, resulting in the server freezing. As you can see in the screenshots from their session above, their server fps remained under 10 for the entirety of testing. With a decent good amount of players we're also under 10 for the vast majority of the time. Server fps should never go below 20, but we're always under 20 unless the server has few people on it. 

Many things affect server fps, such as: player count, script performance/taxing scripts (one really bad script running on the server could be the cause of all this), server hardware, network traffic, object count, basic.cfg (network config for the server), AI, mods and more. Some of these can be ruled out and some aren't relevant to us at all (e.g AI, mods), but getting Bamf to keep debugging is a challenge in itself. I've suggested multiple types of logging run in an attempt to see how various things develop as the server uptime goes on and the player count increases, but I've been left silent in most of the time. I'll mention that too much logging also decreases performance, but in this case I don't think it would cause a difference.

Edited by Azeh
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Posted (edited)

9 hours ago, Azeh said:

 I'll mention that too much logging also decreases performance, but in this case I don't think it would cause a difference.

One thing that asylum has been known for is their logs. It's quite rare for a truly major exploit to go unseen for a long time. We have seen the performance get worse and worse(generally) over the last couple of years. Since then I wouldn't be surprised if the amount of logging taking place has doubled or more since then. I'm sure all of it is for good reason but that doesn't change that it can and eventually will hurt server performance. Perhaps this could be looked into and maybe there is some logging taking place that is no longer needed or relevant for that matter. @bamf

I'll give an example of what I am talking about, not that this is the issue and probably is not, just something to think about in a different light.

After the bank was changed from dirty money to bank notes, is it possible that their is still logging regarding the bank for dirty money? I'm not really  knowledgeable with SQF, but to just throw the idea out there, maybe the logging for the dirty money is running in an endless loop with no delay between the loops, hence why people say the server lags after or during a bank. In simple terms the logging system might be checking for dirty money that is not there over and over . Again this particular bit regarding the bank is likely not the root of the issue at all, but if the issue does not come from the mission file or the server boxes themselves, where would it come from?

Edited by Steve
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Posted (edited)

13 hours ago, Steve said:

One thing that asylum has been known for is their logs. It's quite rare for a truly major exploit to go unseen for a long time. We have seen the performance get worse and worse(generally) over the last couple of years. Since then I wouldn't be surprised if the amount of logging taking place has doubled or more since then. I'm sure all of it is for good reason but that doesn't change that it can and eventually will hurt server performance. Perhaps this could be looked into and maybe there is some logging taking place that is no longer needed or relevant for that mater. @bamf

I'll give an example of what I am talking about, not that this is the issue and probably is not, just something to think about in a different light.

After the bank was changed from dirty money to bank notes, is it possible that their is still logging regarding the bank for dirty money? I'm not really  knowledgeable with SQF, but to just throw the idea out there, maybe the logging for the dirty money is running in an endless loop with no delay between the loops, hence why people say the server lags after or during a bank. In simple terms the logging system might be checking for dirty money that is not there over and over . Again this particular bit regarding the bank is likely not the root of the issue at all, but if the issue does not come from the mission file or the server boxes themselves, where would it come from?

The amount of logging would have to be insanely ridiculous for it to be the sole cause of server fps this low (and tbh, I'm not even sure if it would be possible). Also, Asylum's logging doesn't work like that. Hopefully I don't talk out of my ass now, but for example if someone someone robs you, a script gets ran and inside the script there's a line of code (with the information to log) that tells the server to execute the logging function on the server. No loops, and all that's logged is " *Playername* was robbed by *playername* (PID) for *amount* ". In the case of dirty money it essentially does the same thing. Asylum disabled a lot of this logging a little while ago as there was a lot of useless things being logged (such as logging the player who deployed spike strips) and yeah... the servers aren't exactly fixed. 

I didn't mean that the issue couldn't come from the mission file - I just didn't mention it as script performance, network usage and object count are related to it.
Regarding the bank, I would imagine it's just due to a bunch of things going on (lots of players, vehicles etc in the same area) while the server is already struggling, causing it to shit itself.

Dwarden-04/06/2017
@Harmdhast it's actually not exactly true, any FPS drop under 20 has negative effect (both client and server) , the longer the worse ... which i wrote many times
in short, under 20 the engine starts to predict and correct and discard way more, the longer those sub-20 periods happen and the lower the FPS is the worse (more i/o and CPU cycles also wasted on those ops)

Dwarden-12/10/2017
well if server lags, then that's to be expected ... hence the reminder about 20 fps boundary (the longer that period is and the lower the FPS is below 20 the worse things happen over time)(edited)
because both server and clients trying to compensate and predict, also way more messages to discard because obsolete if received with delay
in short the closer to 0 from 20 the darker the desync nightmare

Edited by Azeh

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Governor is broken. At the end of every Governor term the ballot is suppose to reset but has failed to do so for the past 2 weeks. Could you guys fix that? @bamf @Gnashes

- Basically people can't vote if they've already voted for the past two terms.

 

 

 

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Posted (edited)

Perhaps what needs to be looked at it is what is consistently going on when the server fps drops below 20. Is it the bank, or maybe it's as simple as the gun fighting in general. I've noticed that it happens very frequently at cartels, more often then not at cartels. What if it has to do with people entering and leaving the cap. If more then a few people do this at once it could be damaging performance. It would make sense because cartels are something that usually get contested at least a couple times every single restart. While people may not be leaving and joining the cap constantly it might have to do with the script that checks for players in the radius every minute. Could you guys check to see if this could be causing inefficiencies? @bamf and @Gnashes 

Edited by Steve
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Posted (edited)

Can y'all, like  @Gnashes @bamf 

Spoiler

get a new server host.....

:FeelsBadMan:

 

Edited by Chewbacca

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8 minutes ago, Chewbacca said:

Can y'all, like  @Gnashes @bamf 

  Reveal hidden contents

get a new server host.....

:FeelsBadMan:

 

not the problem

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We are tweaking the back end network settings of the server. We went too far, and are tweaking it back now. We have implemented something to make it much easier for us to tweak these settings going forward -so hopefully we will find the sweet spot soon. 

As for the logging -what Dwarden is talking about is the engine logging things -not us logging inside the mission. We are logging to the DB to look for exploits etc. That isn’t the issue. 

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8 minutes ago, bamf said:

We are tweaking the back end network settings of the server. We went too far, and are tweaking it back now. We have implemented something to make it much easier for us to tweak these settings going forward -so hopefully we will find the sweet spot soon. 

As for the logging -what Dwarden is talking about is the engine logging things -not us logging inside the mission. We are logging to the DB to look for exploits etc. That isn’t the issue. 

Add the Type 115.

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On 6/23/2018 at 10:41 PM, Sean That Irish Guy said:

Add the Type 115.

No. That shit is so annoying on olympus because everyone uses it

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On 6/25/2018 at 2:41 PM, Ski Mask The Tap God said:

No. That shit is so annoying on olympus because everyone uses it

Everyone uses MK-1 here because there's no good inbetween guns. 

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1 hour ago, Hanzo/Dirty Scrubz said:

Everyone uses MK-1 here because there's no good inbetween guns. 

If they add the type 115 everyone is gonna start using it just like on Olympus. (Its aids!)

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Posted (edited)

no joke can we get the mass battleeye kicks back please?those were way better than having to spend 30 mins on a frozen server where nobody is moving on your screen and when something starts going right again you just get killed by a guy who was nowhere near you?sv 2 is frozen right now i died 20 mins ago and my teammates see i died just now and it is unplayable.people randomly teleport,we can t do shit and we die out of nowhere or get downed by someone who shot us a while ago while everything was frozen

Edited by LastKiller

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11 hours ago, |CaSpEr| said:

If they add the type 115 everyone is gonna start using it just like on Olympus. (Its aids!)

this DONT add the fucking 115, no recoil, everybody is gonna just shoot the fucking 115

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Posted (edited)

On 27.6.2018 at 11:50 PM, Azeh said:

@bamf where u at fam

I see how it is... leaving me hanging. Out of curiosity I had to breach your telecommunications device and I find you snapchatting this to Gnashes??! @bamf

wqTZAJJ.png 

Edited by Azeh
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Posted (edited)

3 hours ago, wollie35 said:

 

this DONT add the fucking 115, no recoil, everybody is gonna just shoot the fucking 115

If it costs 12 or 15k would you buy it? Almost worth buying a mk200 at that point. Imo the gun is good but the only really good thing about it is that it's light so you don't have that much sway.

Regardless, I noticed server 3 has much better performance then 1 or 2, even with 80+ people on. Whatever they did to 3, they need to do to 1 and 2.

Edited by Steve

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