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Morpheus2014

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  1. When I did the test, this is the Galaxy breakdown: Old server, 5 sector with stations, one sector is populated with over 6-7 stations in a Targeting System production chains. My ships are scattered across the galaxy in several sectors as well. New galaxy, 1 sector with 2 turret factory, 1 ship in a different sector. I guess the server load on the old galaxy is much much more higher than the new one. I also notice an error line in the old galaxy server log file such as: 2018-08-07 08-42-39| 2018-08-07 08-42-39| error constructing Entity: Entity with index "4e36a1f7-f526-4098-9733-9c5b8c81f4a9" doesn't exist at 2018-08-07 08-42-39| stack traceback: 2018-08-07 08-42-39| [C]:-1: in function Entity 2018-08-07 08-42-39| data/scripts/entity/merchants/factory.lua:1304: in function updateDeliveryShuttleStarts 2018-08-07 08-42-39| data/scripts/entity/merchants/factory.lua:1100: in function ? 2018-08-07 08-42-39| Which is related with some station can't launch/retrieve her shuttles, so I swith to the sector where my stations are heavily using shuttles and try to fix the problem. After careful examinations, all my stations are working prefectly and doesnt have problem with shuttles launch/delivery. I will try to look into this problem by boarding each of the stations one by one later on. By changing the server ini files according to your suggestion, the performance does improved a bit, the lag previously introduced by server generated events are much tolerable now. I'm using the entity debug mode to force the server to spawn pirates and xsotan on one of my "fortress sector" which are populated by a heavily armed equipment dock, one battleship and three cruiser, as well as 48 fighters from the station. This time I managed to land some shots on the enemy :P /status log: Performance[ void Server::update(float): 52.195 ms; 100% ] [ void Galaxy::update(float): 16.133 ms; 30.9% ] [ void Galaxy::updateSectors(float): 15.672 ms; 30% ] [ void Galaxy::updateJumpingEntities(): 0.354 ms; 0.7% ] [ void Galaxy::updateWormHoleResults(): 0.047 ms; 0.1% ] [ void Galaxy::updateEntityTransfers(): 0.008 ms; 0% ] [ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.004 ms; 0% ] [ void Server::updateDebugDiagnostics(): 2.222 ms; 4.3% ] [ void Server::updatePlayerCommunicatorAdministration(float): 0.692 ms; 1.3% ] [ MessageServer update: 0.095 ms; 0.2% ] [ void FactionDatabase::update(float, bool): 0.083 ms; 0.2% ] Detailed script memory usage: Total memory used by scripts: 199.81MB Below are the old Galaxy server log file: https://pastebin.com/grn0U3mn Btw, I noticed that even I've changed : workerThreads=2 After I closed the game the workerThreads reverted back to workerThreads=1. Does the game override the game ini files during server startup as the changes I made on the workerthreads does not shows up in the server log.
  2. Gameplay was fine in 0.16 something during the economic update, getting a bit sluggish at 0.17 but still playable. Here's some data on my old galaxy, note that on both galaxy, AvorionServer.exe is set to "above normal" priority Task Manager info: Avorion.exe CPU 40-46% Memory 460Mb AvorionServer.exe CPU 17-20% Memory 670Mb (no server event) Avorion.exe CPU 3% Memory 480Mb AvorionServer.exe CPU 82% Memory 699Mb (After calculating jump, means target sector is loaded) Performance[ void Server::update(float): 63.512 ms; 100% ] [ void Galaxy::update(float): 27.602 ms; 43.5% ] [ void Galaxy::updateSectors(float): 26.802 ms; 42.2% ] [ void Galaxy::updateJumpingEntities(): 0.577 ms; 0.9% ] [ void Galaxy::updateAlliances(float): 0.136 ms; 0.2% ] [ void Galaxy::updateWormHoleResults(): 0.062 ms; 0.1% ] [ void Galaxy::updateEntityTransfers(): 0.007 ms; 0% ] [ void Server::updateDebugDiagnostics(): 2.946 ms; 4.6% ] [ void Server::updatePlayerCommunicatorAdministration(float): 0.602 ms; 0.9% ] [ void FactionDatabase::update(float, bool): 0.132 ms; 0.2% ] [ MessageServer update: 0.096 ms; 0.2% ] Server ini file: https://pastebin.com/TFkSG7D2 Server log file: https://pastebin.com/nk8CaxcF New Galaxy Task Manager info: Avorion.exe CPU 38-45% Memory 420Mb AvorionServer.exe CPU 17-20% Memory 570Mb Performance[ void Server::update(float): 55.757 ms; 100% ] [ void Galaxy::update(float): 19.234 ms; 34.5% ] [ void Galaxy::updateSectors(float): 18.722 ms; 33.6% ] [ void Galaxy::updateJumpingEntities(): 0.393 ms; 0.7% ] [ void Galaxy::updateWormHoleResults(): 0.061 ms; 0.1% ] [ void Galaxy::updateEntityTransfers(): 0.008 ms; 0% ] [ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.004 ms; 0% ] [ void Server::updateDebugDiagnostics(): 2.745 ms; 4.9% ] [ void Server::updatePlayerCommunicatorAdministration(float): 0.711 ms; 1.3% ] [ void FactionDatabase::update(float, bool): 0.111 ms; 0.2% ] [ MessageServer update: 0.095 ms; 0.2% ] Server ini file: https://pastebin.com/3uKZkWLe Server log file: https://pastebin.com/KuZyVM7A
  3. My system info: CPU: AMD E1-2100 APU with Radeon HD Graphics 2 Cores RAM: 8 GB OS: Windows 8.1 Avorion server Beta 0.18.2 r12552 cc51b37dadf5 Single player 1st Problem, long loading time coupled with black and white screen. Initial /status Performance[ void Server::update(float): 437.2 ms; 100% ] [ void SectorDatabase::update(): 275.827 ms; 63.1% ] [ void Galaxy::update(float): 82.122 ms; 18.8% ] [ void Galaxy::updateSectors(float): 80.269 ms; 18.4% ] [ void Galaxy::updateJumpingEntities(): 1.662 ms; 0.4% ] [ void Galaxy::updateAlliances(float): 0.509 ms; 0.1% ] [ void Galaxy::updateWormHoleResults(): 0.038 ms; 0% ] [ void Galaxy::updateEntityTransfers(): 0.007 ms; 0% ] [ void Server::updatePlayerCommunicatorAdministration(float): 1.483 ms; 0.3% ] [ void FactionDatabase::update(float, bool): 1.189 ms; 0.3% ] [ void Server::updateDebugDiagnostics(): 1.167 ms; 0.3% ] Detailed script memory usage: Total memory used by scripts: 173.46MB I did an inventory cleanup once the game plays normally after everal minutes, and performance improved a bit. /status after inventory cleanup Performance[ void Server::update(float): 69.518 ms; 100% ] [ void Galaxy::update(float): 27.386 ms; 39.4% ] [ void Galaxy::updateSectors(float): 26.674 ms; 38.4% ] [ void Galaxy::updateJumpingEntities(): 0.556 ms; 0.8% ] [ void Galaxy::updateWormHoleResults(): 0.065 ms; 0.1% ] [ void Galaxy::updateEntityTransfers(): 0.008 ms; 0% ] [ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.003 ms; 0% ] [ void SectorDatabase::update(): 5.335 ms; 7.7% ] [ void Server::updateDebugDiagnostics(): 2.549 ms; 3.7% ] [ void Server::updatePlayerCommunicatorAdministration(float): 0.753 ms; 1.1% ] [ MessageServer update: 0.098 ms; 0.1% ] 2nd problem, server-client desync (shot not registering, ships rubberbending). Kinda solved the problem by setting avorionserver.exe priority on "above normal", the problem is now the avorionserver.exe sometimes used more than 80% CPU. This might be one of the reason why avorion.exe is mostly not responding. 3rd Problem, white screen after exiting build mode with pause mode. Always got white screen (avorion.exe) not responding. I uncheck "pause in building mode" and the problem is fixed. I think its got something to do with pausing the server and restarting it. 4th Problem. over 10 minute lag between server-client during server triggered events. (avorionserver on "above normal" priority) Some line from the client log: 2018-08-05 19-58-14| <Server> Danger! A large fleet of alien ships appeared! 2018-08-05 19-58-14| Danger! A large fleet of alien ships appeared! 2018-08-05 20-10-14| Entity with index 6ede42b6-5448-4497-aa25-c4ab2796cda3 has no script with index '0'. 2018-08-05 20-10-15| Entity with index c2474a41-4aa7-48b0-b4b8-b209e27254da has no script with index '0'. 2018-08-05 20-10-15| Entity with index 422c5816-ac2e-4531-a6ad-816f303b1f72 has no script with index '0'. Notice the 10 minute+ lag between the server triggered event and the client respond. If I checked the server log, it works normally with several lines logged in those 10 minutes. Above problem kinda gone when I jumped into safe sector (no server triggered event). I will post the client and server log once I found my pastebin account :-\ Additional info: - My Galaxy is an old one with over 700+ explored sector - I have 5 sector with POS (player owned station), one sector is an industrial sector with over 6 POS - I have dozens of ships separated into outer rim fleet, galaxy boundary fleet and two galaxy core fleet (each fleet consist of 4-5 ships). - All the above problem does not existed in a fresh new Galaxy (less than 5 sectors explored with a single ship). /status log: 2018-08-05 20-29-32| <Server> 1 players online, in 1 sectors 2018-08-05 20-29-32| 1 players in memory, 1 registered 2018-08-05 20-29-32| 10 factions in memory, 90 registered 2018-08-05 20-29-32| 12 sectors in memory, 739 sectors in total 2018-08-05 20-29-32| Memory used by scripts: 218.82MB 2018-08-05 20-29-32| Sectors Updated: 12 2018-08-05 20-29-32| avg. server load: 42% 2018-08-05 20-29-32| avg. update: 25 ms 2018-08-05 20-29-32| max. update: 112 ms 2018-08-05 20-29-32| min. update: 11 ms Was hoping someone can help with to understand the problems and make temporary fix on it.
  4. Every time an Xsotan fleet jumped in, I got massive lag up several minutes, (Singleplayer game) and this is the log I found in the clientlog: 2018-07-29 20-05-17| <Server> Danger! A large fleet of alien ships appeared! 2018-07-29 20-05-17| Danger! A large fleet of alien ships appeared! 2018-07-29 20-05-18| Client Communicator received message that remote is not receiving UDP packets. Switching to TCP only. 2018-07-29 20-05-26| Entity with index f6008da0-48eb-4b82-821c-778ace1c9d7b has no script with index '0'. 2018-07-29 20-05-27| Entity with index 034cace4-f9e0-4161-bbe4-0b9b9a3a4300 has no script with index '0'. 2018-07-29 20-05-27| Entity with index 4a044ed5-b3cf-435a-a130-846bd2d936c0 has no script with index '0'. Also sometimes the same error occurred when a pirate fleet jumped in: 2018-07-29 20-10-09| <Server> Pirates are attacking the sector! 2018-07-29 20-10-09| Pirates are attacking the sector! 2018-07-29 20-10-10| Entity with index 55b3bff0-c8f9-4835-a181-3d12d9d85317 has no script with index '0'. 2018-07-29 20-10-10| Entity with index ee89cd87-0321-48f6-b6bb-91d2421ddf18 has no script with index '0'. 2018-07-29 20-10-11| Entity with index 6d3ada9e-4471-4acc-bc5d-06095c83eed9 has no script with index '0'. What is the cause of this "no script" error? Haven't tried to reproduce it it yet in a fresh Galaxy.
  5. Avorion v0.15. I owned 4 POS (player owned station) which include one mining station, after an asteroid respawn (indicated by new valuable object detected message as I jumped into said sector), I found all my station clumped together in the center of the asteroid field, rendering some of the docking port inaccessible. I also noticed that when I logged out/jumped out the sector while a station is engaging a tractor beam to pull a cargo ship toward the dock, both the station and the cargo ship will reset, thus making the cargo ship stuck in space for good. I can remedy the problem by manually towing the cargo ship toward the dock and the station will do the transaction and send the cargo ship away again with tractor beam. Serverlog: https://pastebin.com/z8hqy5Nb
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