Server failure
PostPosted: 04 Aug 2012, 19:00
Hi,
Not sure where to post this exactly, so if it's in the wrong section please move it.
I run the specialattack.net hub on Debian Squeeze 64bit.
I noticed after running a few days the server errored out with the following error;
Apparently it doesn't wait long enough between killing the server and restarting it and thus a manual restart was required.
Another thing I noticed is that I have to 'renice' the process to -20 to get somewhat performance out of it. The machine it's hosted on is a high performance machine located in a datacenter with a 100Mbit pipe straight to the AMS-IX.
The low performance I notice can't be in the machine or it's connection.
I am not sure where you stand on netcode development, but it looks like the game could do with a sort of buffer feature, or a mechanism if an update doesn't arrives on the server from a client, it won't pause the game, but try to receive the update on the next package. Currently there is quite some noticeable lag in the game seemingly being caused by slow connected clients.
Thumbs up for the remake, I'm really enjoying the multiplayer feature of this game!
Cheers,
Saint K.
Not sure where to post this exactly, so if it's in the wrong section please move it.
I run the specialattack.net hub on Debian Squeeze 64bit.
I noticed after running a few days the server errored out with the following error;
- Code:
2012-08-04 18-17-18 EXCEPTION: EAssertionFailed: Tried to access invalid client index (KM_NetServer.pas, line 152) 2012-08-04 18-17-18 Server restarting... 2012-08-04 18-17-18 Server destroyed 2012-08-04 18-17-18 Server: LNet: Error on bind [98]: Address already in use 2012-08-04 18-17-18 Server: Warning: Client 0 was already disconnected 2012-08-04 18-17-18 SERVER FAILED TO START! Exception: Server failed to start 2012-08-04 18-17-18 Stopped listening
Another thing I noticed is that I have to 'renice' the process to -20 to get somewhat performance out of it. The machine it's hosted on is a high performance machine located in a datacenter with a 100Mbit pipe straight to the AMS-IX.
The low performance I notice can't be in the machine or it's connection.
I am not sure where you stand on netcode development, but it looks like the game could do with a sort of buffer feature, or a mechanism if an update doesn't arrives on the server from a client, it won't pause the game, but try to receive the update on the next package. Currently there is quite some noticeable lag in the game seemingly being caused by slow connected clients.
Thumbs up for the remake, I'm really enjoying the multiplayer feature of this game!
Cheers,
Saint K.