Server stress test

WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
Can I get some people to stress test my server? classifiedcomputers.net server #1 or classifiedcomputers.net:27018 if your using connect. Let me know if it shows up on the server browser too.
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Comments

  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    If you want people to try your server, the best thing you can do is announce its location, and clockspeed (in the servername), that way people will WANT to play on your server, because they can expect it to run well with a low ping, instead of you hoping to get people willing to just help you out.
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    <!--quoteo(post=1972563:date=Sep 6 2012, 01:21 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Sep 6 2012, 01:21 AM) <a href="index.php?act=findpost&pid=1972563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want people to try your server, the best thing you can do is announce its location, and clockspeed (in the servername), that way people will WANT to play on your server, because they can expect it to run well with a low ping, instead of you hoping to get people willing to just help you out.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Clockspeed isn't important. But I did add location so everyone knows atleast. Classifiedcomputers.net [SW-Michigan]
  • falcfalc Join Date: 2011-03-18 Member: 87128Members
    <!--quoteo(post=1972796:date=Sep 6 2012, 05:09 PM:name=Warboy)--><div class='quotetop'>QUOTE (Warboy @ Sep 6 2012, 05:09 PM) <a href="index.php?act=findpost&pid=1972796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Clockspeed isn't important.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, in fact it is. Trust us! :P
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    <!--quoteo(post=1972814:date=Sep 6 2012, 11:30 AM:name=falc)--><div class='quotetop'>QUOTE (falc @ Sep 6 2012, 11:30 AM) <a href="index.php?act=findpost&pid=1972814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, in fact it is. Trust us! :P<!--QuoteEnd--></div><!--QuoteEEnd-->


    Considering my server gets the same ticks as 4.4Ghz servers. No, it is.
  • falcfalc Join Date: 2011-03-18 Member: 87128Members
    So, you are saying that a 2.66 GHz machine will have the same tickrate under heavy load (full server, 18 slots, after 45 minutes into a game) like a 4.4GHz machine?

    That would truly be revolutionary.
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    <!--quoteo(post=1972910:date=Sep 6 2012, 01:10 PM:name=falc)--><div class='quotetop'>QUOTE (falc @ Sep 6 2012, 01:10 PM) <a href="index.php?act=findpost&pid=1972910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, you are saying that a 2.66 GHz machine will have the same tickrate under heavy load (full server, 18 slots, after 45 minutes into a game) like a 4.4GHz machine?

    That would truly be revolutionary.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Seems to be the case, because it was full for 2 hours yesterday and it didn't go under 28 tickrate typically, It would drop below 28 when I raised the player cap.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Clockspeed is important, I know im just repeating what falc said, but it really is.

    When you say "like a 4.4GHz machine", you are assuming that a 4.4ghz machine will start to slow down at the same time a slower server would, but it would in fact handle higher players before it started to lose tickrate.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    I don't know if it works for servers but something like p_logall would be great to have (and many such dumps from several rounds, several servers).
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    I've never heard of that command, got a link to a brief description? It does indeed work on servers, running one now.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    edited September 2012
    It creates binary profiling log. Go to NS2/utils and you have python 3 script that is an UI for viewing results of it. It puts data into AppData/Roaming/NS2/

    You can tell the tool to draw graph of a smaller period and then you can select specific ticks from which you'll see cost of each PROFILE group. Server owners and devs should focus on data from later parts of the round when there is more of everything and bottlenecks really show.

    <img src="https://dl.dropbox.com/u/6615362/perfanalyzer.jpg" border="0" class="linked-image" />
  • falcfalc Join Date: 2011-03-18 Member: 87128Members
    Oh wow, didn't heard of it yet. I'll give it a try as soon as i'll have the delight to boot up my windows for RDP. ;)
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Is it just the command to log profiling data to a (binary) file, instead of doing it onscreen? This sounds quite useful, is there a performance impact from running it on a server? I know you may not know the answer, but take a guess.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    I don't know how big it is. It doesn't sound costly if it's written well, it'd cause PROFILE calls to not only count time but also add new entry the log. Binary log would be written to disk in sections for instance after each 1MB.

    It didn't appear costly on my client. Even if it'd cost 1 tick out of 30, it'd still be worth it to know when and why server is slowing down.
  • MPG|RED HOOKMPG|RED HOOK Join Date: 2012-09-03 Member: 157598Members
    edited September 2012
    I would say that the internet is a larger source of latency then clock speed. Anything 3GHz and up is pretty screaming fast.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Are you basing that off your experience in hosting NS2 servers? Or hosting game servers in general.
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    <!--quoteo(post=1973899:date=Sep 8 2012, 02:06 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Sep 8 2012, 02:06 AM) <a href="index.php?act=findpost&pid=1973899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you basing that off your experience in hosting NS2 servers? Or hosting game servers in general.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm basing mine off experience with hosting game servers in general. Because sorry but TF2 is more demanding on clock speed since it's mostly single threaded.

    But I'm gonna do a test, I'm thinking about setting up 2 servers.

    1 is a Core 2 Duo running at 3.33Ghz, The other is the main server which 2x Xeons running at 2.66Ghz, and we'll see what one lags first.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    I was specifically talking to Red Hook in my last post, but I guess the question still applies so I'll respond.

    Which xeon are you running at 2.66Ghz? If you are running an older model X5355 which is comparable to the core 2 duo (65nm), then I can almost guarantee the core 2 duo will perform better.

    If you are comparing one of the newer Xeon's running at 2.66GHz, then it will probably beat a core 2 duo, but this isn't the comparison you need to be making. When you said it performs the same as a server that is running at 4.4ghz, these are either on ivy bridge or on sandy bridge, which is much newer than a core 2 duo, and clock for clock, the ivy/sandy will perform better against your xeon running at 2.66.

    If you compare an i5 2500K, running at stock speeds of 3.33GHz, and compare it to your xeons running at 2.66, then the 2500K will win.


    I'm not saying that 2.66ghz is not enough, or your server won't perform. UWE have been making large improvements to the server code, and up until recently, anything below 4.0GHz would only run a 12 player server reliably, but it seems this has changed.
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited September 2012
    <!--quoteo(post=1973955:date=Sep 8 2012, 06:46 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Sep 8 2012, 06:46 AM) <a href="index.php?act=findpost&pid=1973955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was specifically talking to Red Hook in my last post, but I guess the question still applies so I'll respond.

    Which xeon are you running at 2.66Ghz? If you are running an older model X5355 which is comparable to the core 2 duo (65nm), then I can almost guarantee the core 2 duo will perform better.

    If you are comparing one of the newer Xeon's running at 2.66GHz, then it will probably beat a core 2 duo, but this isn't the comparison you need to be making. When you said it performs the same as a server that is running at 4.4ghz, these are either on ivy bridge or on sandy bridge, which is much newer than a core 2 duo, and clock for clock, the ivy/sandy will perform better against your xeon running at 2.66.

    If you compare an i5 2500K, running at stock speeds of 3.33GHz, and compare it to your xeons running at 2.66, then the 2500K will win.


    I'm not saying that 2.66ghz is not enough, or your server won't perform. UWE have been making large improvements to the server code, and up until recently, anything below 4.0GHz would only run a 12 player server reliably, but it seems this has changed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Core 2 Duo E6600 @ 3.33 vs 2x Xeon E5430 @ 2.66
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    edited September 2012
    So you are telling us, that your 2,6 ghz server can handle an 18 slot server never going under 28 ticks?
    Sorry, but this is pure nonsense @ the current state. (218)

    <!--quoteo(post=1972796:date=Sep 6 2012, 04:09 PM:name=Warboy)--><div class='quotetop'>QUOTE (Warboy @ Sep 6 2012, 04:09 PM) <a href="index.php?act=findpost&pid=1972796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Clockspeed isn't important.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This tells me, you have no clue what you are talking about.
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    <!--quoteo(post=1974085:date=Sep 8 2012, 02:05 PM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Sep 8 2012, 02:05 PM) <a href="index.php?act=findpost&pid=1974085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So you are telling us, that your 2,6 ghz server can handle an 18 slot server never going under 28 ticks?
    Sorry, but this is pure nonsense @ the current state. (218)



    This tells me, you have no clue what you are talking about.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes I am, It only dips below 28 when there is lots of whips/hydras/turrets on the map. I've had several people stress test it the other day. But I'm gonna try the 3.33Ghz Dual-Core 2nd server for the time being.

    You sir need to stop assuming. I've been hosting servers since HL1.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    Well, you go from:

    <!--quoteo(post=1972922:date=Sep 6 2012, 06:31 PM:name=Warboy)--><div class='quotetop'>QUOTE (Warboy @ Sep 6 2012, 06:31 PM) <a href="index.php?act=findpost&pid=1972922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems to be the case, because it was full for 2 hours yesterday and it didn't go under 28 tickrate typically, It would drop below 28 when I raised the player cap.<!--QuoteEnd--></div><!--QuoteEEnd-->

    to:

    <!--quoteo(post=1974109:date=Sep 8 2012, 08:50 PM:name=Warboy)--><div class='quotetop'>QUOTE (Warboy @ Sep 8 2012, 08:50 PM) <a href="index.php?act=findpost&pid=1974109"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes I am, It only dips below 28 when there is lots of whips/hydras/turrets on the map. I've had several people stress test it the other day. But I'm gonna try the 3.33Ghz Dual-Core 2nd server for the time being.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So your miracle 2,6 ghz server can handle the game? fine
    Why you switch to the 3,3ghz server then?

    Btw. the 3,3 ghz server cant handle 18 slots aswell.

    I know one player with an miracle client. His cpu @stockspeed (3,4ghz) never goes down under 60fps.
    Its amazing, cause every client, really EVERY client goes down to 30-40 fps in lategame. No matter what ghz they have.
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    <!--quoteo(post=1974124:date=Sep 8 2012, 04:27 PM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Sep 8 2012, 04:27 PM) <a href="index.php?act=findpost&pid=1974124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, you go from:



    to:



    So your miracle 2,6 ghz server can handle the game? fine
    Why you switch to the 3,3ghz server then?

    Btw. the 3,3 ghz server cant handle 18 slots aswell.

    I know one player with an miracle client. His cpu @stockspeed (3,4ghz) never goes down under 60fps.
    Its amazing, cause every client, really EVERY client goes down to 30-40 fps in lategame. No matter what ghz they have.<!--QuoteEnd--></div><!--QuoteEEnd-->


    No, Because if you know anything about design, adding lots whips, hydras and turrets causes the server to do MUCH more calculations then in normal gameplay.

    Because most endgame cases might have a 1/2 dozen whips/hydras/turrets, during the stress test, there were alot.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    edited September 2012
    I must say: Finally a nice try to bring your featureless Homepage into focus.
    Sorry, but things like that pissing me off.
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    <!--quoteo(post=1974138:date=Sep 8 2012, 04:47 PM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Sep 8 2012, 04:47 PM) <a href="index.php?act=findpost&pid=1974138"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I must say: Finally i nice try to bring your non telling Homepage into focus.
    Sorry, but things like that pissing me off.<!--QuoteEnd--></div><!--QuoteEEnd-->
    what?
    That didn't make any sense....No offense.
  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    I want to play on your miracle server.
    Show me and the rest of the serveradmins, that an 2,6 ghz server can hold around 28 ticks with 18 slots. (btw. the 28 ticks are an bug)
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    I'm currently working on something to make it a lot easier to tell how your server is performing. It hopefully will be available when the next patch comes out :)
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited September 2012
    <!--quoteo(post=1974162:date=Sep 8 2012, 06:06 PM:name=devicenull)--><div class='quotetop'>QUOTE (devicenull @ Sep 8 2012, 06:06 PM) <a href="index.php?act=findpost&pid=1974162"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm currently working on something to make it a lot easier to tell how your server is performing. It hopefully will be available when the next patch comes out :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'll be very interested in seeing this. It would also be nice having a replay/stress test tool for servers.

    <!--quoteo(post=1974156:date=Sep 8 2012, 05:59 PM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Sep 8 2012, 05:59 PM) <a href="index.php?act=findpost&pid=1974156"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I want to play on your miracle server.
    Show me and the rest of the serveradmins, that an 2,6 ghz server can hold around 28 ticks with 18 slots. (btw. the 28 ticks are an bug)<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yea, Good job not proving your point and once you got jealous, You decided to DDoS my server.
  • falcfalc Join Date: 2011-03-18 Member: 87128Members
    <!--quoteo(post=1975116:date=Sep 10 2012, 08:27 PM:name=Warboy)--><div class='quotetop'>QUOTE (Warboy @ Sep 10 2012, 08:27 PM) <a href="index.php?act=findpost&pid=1975116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea, Good job not proving your point and once you got jealous, You decided to DDoS my server.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I doubt that dePARA has a reason to be jealous, since he runs the most populated servers in the EU.

    And if you cant provide any proof for your accusation, i would also be very careful making a statement like this in a public forum.
  • WarboyWarboy Join Date: 2012-09-05 Member: 157929Members, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    <!--quoteo(post=1975148:date=Sep 10 2012, 03:38 PM:name=falc)--><div class='quotetop'>QUOTE (falc @ Sep 10 2012, 03:38 PM) <a href="index.php?act=findpost&pid=1975148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I doubt that dePARA has a reason to be jealous, since he runs the most populated servers in the EU.

    And if you cant provide any proof for your accusation, i would also be very careful making a statement like this in a public forum.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I can provide proof it was indeed DDoS'ed, and not just laggy or whatever.

    Server tick stay high, while players were getting 999 ping, then when I noticed the DDoS, I deployed counter-measures and have a firewall log. and a chat log of what he was saying in the server.
  • falcfalc Join Date: 2011-03-18 Member: 87128Members
    <!--quoteo(post=1975153:date=Sep 10 2012, 09:44 PM:name=Warboy)--><div class='quotetop'>QUOTE (Warboy @ Sep 10 2012, 09:44 PM) <a href="index.php?act=findpost&pid=1975153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can provide proof it was indeed DDoS'ed, and not just laggy or whatever.

    Server tick stay high, while players were getting 999 ping, then when I noticed the DDoS, I deployed counter-measures and have a firewall log. and a chat log of what he was saying in the server.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is still no proof that he has done anything about the DDoS...
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