Server feedback
Bry
Join Date: 2003-01-23 Member: 12609Members
<div class="IPBDescription">for the devs</div>If you are running a dedicated server can you please post feedback for the devs.
Please include following:
CPU, RAM, Internet Backbone (please state if you are behind a NAT)
Numbers of players, CPU Usage
Please only post details if you are running a proper dedicated server.
Brys NS2 Server UK 91.192.210.24
(CPU2) Intel® Core™2 CPU 6600 @ 2.40GHz @ 2411MHz, 2GB RAM, 100MB backbone hosted in the UK.
Currently 16 slots and seeing about 50% CPU usage which is about 2-3 times what I would expect from normal servers.
I am seeing a lot of log entries being spam withserver is full message and when I see a lot I mean hundreds of entries almost bordering on a ddos.
Client command is outside the available window for lag compensation.
Is another error message that is being spammed a lot but not too frequently in the console
Please include following:
CPU, RAM, Internet Backbone (please state if you are behind a NAT)
Numbers of players, CPU Usage
Please only post details if you are running a proper dedicated server.
Brys NS2 Server UK 91.192.210.24
(CPU2) Intel® Core™2 CPU 6600 @ 2.40GHz @ 2411MHz, 2GB RAM, 100MB backbone hosted in the UK.
Currently 16 slots and seeing about 50% CPU usage which is about 2-3 times what I would expect from normal servers.
I am seeing a lot of log entries being spam withserver is full message and when I see a lot I mean hundreds of entries almost bordering on a ddos.
Client command is outside the available window for lag compensation.
Is another error message that is being spammed a lot but not too frequently in the console
Comments
This is quite reasonable.
A full 16 slot server with lots of people trying to connect and getting disconncted ergo using some b/w in itself is currently seeing:
Download: 62 KB/S Peak at 70 KB/s
Upload: 580 KB/S peaks to 680 KB/S
AMD X2 X64 3GHz 6000+, 2GB Ram, 100/100 internet connection.
The -port command broke my server though so noone could connect, so I removed it and voila, it worked. Still had it set to 27015 though.
Server window is spammed with "Client command is outside the available window for lag compensation"
nvidia PhysX and directx9 needs to be installed on the server for it to work as well. Does the server file really use these two programs?
i cant start my ns2 server, have error:
'Error initializing PhysX SDK'
i installed physx and c++
if you have tried that then i don't know sorry
<!--quoteo(post=1785945:date=Jul 27 2010, 10:10 AM:name=lobo1111)--><div class='quotetop'>QUOTE (lobo1111 @ Jul 27 2010, 10:10 AM) <a href="index.php?act=findpost&pid=1785945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi,
i cant start my ns2 server, have error:
'Error initializing PhysX SDK'
i installed physx and c++<!--QuoteEnd--></div><!--QuoteEEnd-->
Output of netstat -a -b
Shows server.exe as using TCP: 27015 and 27016
UDP: 27015 and 27016
Also shows it using:8766 UDP
Ran with 16 players at 30% spikes upto 50%
Ran it with 8 player limit an cpu usage is about 2%
<!--quoteo(post=1786148:date=Jul 27 2010, 01:48 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jul 27 2010, 01:48 PM) <a href="index.php?act=findpost&pid=1786148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Running racksrv.co.uk Dedicated #1 on Dual Core 2.5 GHz E5200
Ran with 16 players at 30% spikes upto 50%
Ran it with 8 player limit an cpu usage is about 2%<!--QuoteEnd--></div><!--QuoteEEnd-->
Output of netstat -a -b
Shows server.exe as using TCP: 27015 and 27016
UDP: 27015 and 27016
Also shows it using:8766 UDP<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Bry, didn't know about the 8766 UDP port, it could explain why my server wasn't getting listed?
2 x Dual Core dual socket
4GB RAM
12 Player Max
Average upload 400kb though spikes briefly every 10-15 mins
Tried going to 16 - 24 players but upload went to 1 - 1.5mb
CPU 11% ram usage 2gb
Disconnecting or timed-out players will leave artifacts behind, clogging up the server and eventually there are only ghost players left.
As regards player numbers, 100% on a Corei7 920 when running with 32 players (ingame very laggy), though that could have also been due to massive amounts of players trying to connect.
Around 20 player slots seem to work fine.
I am hearing that servers will only get listed if they're using 27015 right now, I believe the port function is actually working as I checked in steam browser over lan and its using the correct port.
I 100% confirm that huge LAG out is caused by clients connecting to the sever when its full. - I have looked at the CPU whilst the server lags out on this strange client connect when its full and this does not effect the CPU in anyway even though the game has become a slideshow for the clients.
The lag stops right away as soon as i see the console stop being spammed with connections from the same IP/s.
Xeon X3360 @ 2.8ghz
Running Server.exe on 1 core, uses average 20-25% cpu with spikes up to 40%
Memory was around 400mb at start, but fluctuates now down to 220mb, peaked at 722mb
unknown user count.
confrmed -port has problems; only on 27015 does it respond.
/e
network is 100mb full direct internet, and utilization has increased 3%
Motherboard: TYAN S5397WAG2NRF
CPU’s: 2x Intel Quad-Core Intel Xeon E5420 @ 2.5GHz (8 cores total)
Memory: 4x Kingston KVR667D2D4F5/4G (16GB total)
HDD: 3x Seagate Cheetah 15K.6 15.000 RPM SAS disks , RAID
OS: VMware ESXi 4.0
Guest:
OS: Windows 2008
CPU: 3 cores assigned
Mem: 7GB assigned
Load: around 20-35% CPU load, 651MB mem useage according to the windows task manager proccess listing
min / avg / max
Processor Time: 1.6% / 5.3% / 12.5%
KB Received/sec: 0.66 / 2.87 / 28.81
KB Sent/sec: 20.28 / 49.42 / 128.38
Packets Received/sec: 12.019 / 29.94 / 92.144
Packets Sent/sec: 27.043 / 63.969 / 159.262
If Perfmon is correct, then the server is only getting 183 BYTES per second from each player on average, and about 2 packets per second from each as well. That seems incredibly low and would cause much of the lag/registration problems.
Bandwidth seems to be fine once you have connected. Though when connecting, the bandwidth really spikes a lot.
<img src="http://img196.imageshack.us/img196/1974/ns2i.jpg" border="0" class="linked-image" />
CPU: Q6600 Quade Core 2.40 Ghz
Ram: 3 GB
Added Note: Client Machine
Lags terribly in game as listen server lan or internet.
CPU: AMD 3800+ Dual Core 2.10 (overclocked to 2.2)
Ram: 3 GB
NVIDIA 9500GT 1GB
I suspect it's memory side as to be expected but i never ran a game with a comparible engine so i can't speculate on a comparison to memory usage.
<img src="http://img196.imageshack.us/img196/1974/ns2i.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Are you saying it's playable on a 32 player server? wtf? Specs?
4 GB ram
100/100MB Slovenia
64Bit Windows Server 2008
Behind a Smoothwall DMZ
Server starts with no problems, we can connect to it locally with no problems, but it seems it will not start an online game. It seems it ignores "-lan false" and "false" in server.xml
It always sais "Local game started" or something simillar in the launch notes.
There is also the possibility it actually does start an online game but doesn't trigger the port, since Smoothwall needs a program or whatever is using that port to trigger it. Before that it will only stealth the port, which means it is actually still closed. Any other Steam game dedicated server works with no problems.
Disclaimer : I'm just a wannabe enthusiast when it comes to dedicated server stuff, having played around with this when i was 15-16 on my PC at the time.
Decided to try out the dedicated server on a spare box im supposed to be using for something else - nothing flash just a generic desktop mobo with a 2.6Ghz Pentium D with 2GB ram (OS is windows server2003 SP2)
Setup was easy enough, no real dramas with that, at idle with no players the server.exe process is using 9-14% with approx 100MB ram, it did climb to around 400mb during start up.
I did this mostly to see if it was my GFX card being stupid as playing on any other server i have performance issues (chunky/slow) as i am located in Australia and all the servers in the net list are like 260ms and upwards (*sigh*).
I've yet to work out if my server is reachable from outside, but ive got the port forwardings in place for 8766/udp and 27015/udp.
Just my 2 cents & experiences with the dedicated server.
I'd be keen to try out any linux server if/when one gets released FWIW.
For reference, one PC on lan was getting 40fps, and had 30ms ping. Another had 60 and was getting 19ms.
I have this little MSI barebone box at my feet:
<a href="http://www.newegg.com/Product/Product.aspx?Item=N82E16856167041" target="_blank">http://www.newegg.com/Product/Product.aspx...N82E16856167041</a> (Atom D510, 1.6GHz dual-core w/Hyper-Threading)
2x1GB of RAM (castoff from an old upgrade, I can bump that to 3GB or 4GB quickly)
Ubuntu 10.04 LTS amd64 (64-bit)
Or perhaps I run it just to see how it flails about...without setting it up to the 'net. (I only have 896kbps up, stupid slow DSL)
EDIT: Doh, not gonna be possible. I'd have to toss in a GUI to get Wine and Steam working at this point. Guess I'll hold off for now - if/when a CLI DS for Linux works, though - I'll test it locally at least. I have places I can toss such a box with 2-3Mbit of upload for short-term testing in the future. Man, if the dedicated server can run on a little lowly Atom box - that's like $250-$300 for a dedicated server...mmmmm.
Server is Xeon X3230 2.66 quad, 8GB ram, 100mb bluesquare.
CPU: 2x Quad Core Xeon E5506
RAM: 2GB
Internal Network Speed: 1GB
External Network Speed: 50 Mbps up and down
Also getting random crashes with 153 server
Peak memory usage with 7 players: ~800MB
Windows Server 2003 R2
Strange port issue if i run my ns1 servers.
If i run my 3 ns1 servers on ports 27017,27018,and 27019 as usual and i try to start the ns2 dedicated (153) using port 27015 it gives me an error saying that port is already in use. After about a half hour of digging i couldn't find any reason i was getting this error so i rebooted the box and instead of launching my ns1 servers i launched ns2 server first and everything worked out perfect. Here is the kicker, after the ns2 server crashed i went to relaunch and got the 27015 port in use error and the only way i could get it to come back up was to reboot the entire box. I even changed the ports to several different ones and it still gives error.
So far it hasn't crashed for 3 days now (crossing fingers) so that's the status on my issue. Has anyone ever seen a scenario like this before?
EDIT: So as not to spam post.
Some of the error spams i get in my server log.
I hid the IP's and commented on consolidations.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Date: 11/06/10
Time: 16:05:56
--------------------------------------------------------------
Build 153
Starting Natural Selection 2
Starting server
"-------------------------The usual model missing stuff-----------------------------------------------"
Local server active.
Client connected (ip address).
The Eyeland Saga connected.
Client connected (ip address).
Fall0ut connected.
Client disconnected (ip address) Quit
Client disconnected (ip address)
Client connected (ip address).
ToasT connected.
Client connected (ip address).
devin_97035 connected.
Error: lua/PlayingTeam.lua:813: attempt to index a nil value
Lua call stack:
Attack - Server
Attack - Server
Attack - Server
Attack - Server
<------Start Consolidated as it was spammed almost 200 times--------->
Error: lua/LiveScriptActor_Server.lua:765: attempt to perform arithmetic on local 'meleeAttackInterval' (a nil value)
Lua call stack:
Error: lua/LiveScriptActor_Server.lua:765: attempt to perform arithmetic on local 'meleeAttackInterval' (a nil value)
<--------------------------------------------End Consolidated---------------------------------------------------------------------------------------->
Error: lua/LiveScriptActor_Server.lua:468: attempt to index local 'target' (a nil value)
Lua call stack:
Error: lua/LiveScriptActor_Server.lua:468: attempt to index local 'target' (a nil value)
Lua call stack:
Error: lua/LiveScriptActor_Server.lua:468: attempt to index local 'target' (a nil value)
Lua call stack:
Error: lua/LiveScriptActor_Server.lua:468: attempt to index local 'target' (a nil value)
Lua call stack:
Client disconnected (ip address) Quit
PlayingTeam:TriggerAlert(1, Gorge) called improperly. - Server
Client disconnected (ip address) Quit
PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
PhysX: Actor::addForceAtPos: Actor must be (non-kinematic) dynamic!
Client disconnected (ip address) Quit<!--c2--></div><!--ec2-->
The server never hung or crashed and is running fine other than that brief few hours of activity.
EDIT: Shortened up the errors so thread wasn't so big to scroll through