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Server Frame Lags


PacothePig

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consistently getting these errors

 

Server frame took over 1 second.                                                     

[ void Server::update(float): 2868.56 ms; 100% ]                                     

  [ void Galaxy::update(float): 2739.22 ms; 95.5% ]                                   

    [ void Galaxy::updateSectors(float): 2739.03 ms; 95.5% ]                         

    [ void Galaxy::updateJumpingEntities(): 0.17 ms; 0% ]                             

    [ void Galaxy::updateWormHoleResults(): 0.006 ms; 0% ]                           

    [ void Galaxy::updateEntityTransfers(): 0.002 ms; 0% ]                           

    [ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.001 ms; 0% ]             

  [ void SectorDatabase::update(): 128.395 ms; 4.5% ]                                 

    [ void SectorDatabase::cleanUpSaveJobs(): 128.376 ms; 4.5% ]                     

    [ void SectorDatabase::cleanUpCreationJobs(): 0.005 ms; 0% ]                     

    [ void SectorDatabase::startUnloadSaveJobs(): 0.004 ms; 0% ]                     

  [ void Server::updateDebugDiagnostics(): 0.495 ms; 0% ]                             

  [ MessageServer update: 0.289 ms; 0% ]                                             

    [ virtual void SteamNetworkingServer::update(): 0.281 ms; 0% ]                   

      [ void SteamNetworkingServer::sendUpdatedServerDetailsToSteam(): 0.268 ms; 0% ] 

      [ void SteamNetworkingServer::updatePendingClosing(): 0.003 ms; 0% ]           

      [ Steam Callbacks: 0.003 ms; 0% ]                                               

      [ void SteamNetworkingServer::updateTimeouts(): 0.001 ms; 0% ]                 

      [ void SteamNetworkingServer::processReceivedNetworkData(): 0.001 ms; 0% ]     

  [ ServerScript update: 0.028 ms; 0% ]                                               

                                                                             

sometimes like this

Server frame took over 1 second.

[ void Server::update(float): 1130.99 ms; 100% ]

  [ void Server::updatePlayerCommunicatorGameplay(float): 1123.16 ms; 99.3% ]

  [ void Galaxy::update(float): 5.94 ms; 0.5% ]

    [ void Galaxy::updateSectors(float): 5.745 ms; 0.5% ]

    [ void Galaxy::updateJumpingEntities(): 0.17 ms; 0% ]

    [ void Galaxy::updateWormHoleResults(): 0.006 ms; 0% ]

    [ void Galaxy::updateEntityTransfers(): 0.002 ms; 0% ]

    [ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.001 ms; 0% ]

  [ void Server::updateDebugDiagnostics(): 0.93 ms; 0.1% ]

  [ MessageServer update: 0.729 ms; 0.1% ]

    [ virtual void SteamNetworkingServer::update(): 0.708 ms; 0.1% ]

      [ void SteamNetworkingServer::sendUpdatedServerDetailsToSteam(): 0.675 ms; 0.1% ]

      [ void SteamNetworkingServer::updatePendingClosing(): 0.006 ms; 0% ]

      [ Steam Callbacks: 0.005 ms; 0% ]

      [ void SteamNetworkingServer::processReceivedNetworkData(): 0.005 ms; 0% ]

      [ void SteamNetworkingServer::updateTimeouts(): 0.001 ms; 0% ]

  [ void Server::updatePlayerCommunicatorAdministration(float): 0.064 ms; 0% ]     

 

as well as

Server frame took over 1 second.

[ void Server::update(float): 1137.45 ms; 100% ]

  [ void Server::updatePlayerCommunicatorAdministration(float): 1131.26 ms; 99.5% ]

  [ void Galaxy::update(float): 4.694 ms; 0.4% ]

    [ void Galaxy::updateSectors(float): 4.512 ms; 0.4% ]

    [ void Galaxy::updateJumpingEntities(): 0.157 ms; 0% ]

    [ void Galaxy::updateWormHoleResults(): 0.006 ms; 0% ]

    [ void Galaxy::updateEntityTransfers(): 0.002 ms; 0% ]

    [ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.001 ms; 0% ]

  [ void Server::updateDebugDiagnostics(): 0.508 ms; 0% ]

  [ Send Regular Server Info: 0.481 ms; 0% ]

  [ MessageServer update: 0.332 ms; 0% ]

    [ virtual void SteamNetworkingServer::update(): 0.324 ms; 0% ]

      [ void SteamNetworkingServer::sendUpdatedServerDetailsToSteam(): 0.307 ms; 0% ]

      [ void SteamNetworkingServer::processReceivedNetworkData(): 0.004 ms; 0% ]

      [ void SteamNetworkingServer::updatePendingClosing(): 0.003 ms; 0% ]

      [ Steam Callbacks: 0.003 ms; 0% ]

      [ void SteamNetworkingServer::updateTimeouts(): 0 ms; 0% ]

 

there arent alot of players on my server as its a personal server, so maybe 4 players at most at any one time.

it also shows up even there is just one person on the server. i thought it might be network lag but even connecting to it via local network to play on triggers these errors

 

threads are set at:

workerThreads=10

generatorThreads=2

scriptBackgroundThreads=1

 

its running on my previous gaming machine, intel 12 core i7-6800k, overclocked to max at 3.4GHz (since you know, windows reports values lower than that at times), the process itself never really goes above 10% CPU usage so i am very confused as to why these errors keep happening. it seems to be more frequent the more of the galaxy gets explored.

 

there are a few stations that my friends and i own as an alliance that have a few cargo shuttles running (8 max to a station to see if they were causing issues), but it has not changed anything.

 

what i have seen on the console is things like "error1: 0, error2: 1" which looking thru the game code, i found it has to deal with the cargo shuttles and their instruction list which explains at times why i have found them spinning in circles

 

 

any suggestions?

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  • 4 weeks later...

i know its a really late reply. friends and i havent been on it as much in recent weeks, one wanted to play again so updated to the latest version (0.26.1).

 

still having this problem

[ ShipDatabase_ToDatabase: 2277.82 ms; 100% ]

  [ turrets: 0 ms; 0% ]

  [ upgrades: 0 ms; 0% ]

  [ upgrades: 0 ms; 0% ]

  [ cargo: 0 ms; 0% ]

  [ crew: 0 ms; 0% ]

Server frame took over 1 second.

[ void Server::update(float): 7916.42 ms; 100% ]

  [ void Galaxy::update(float): 7915.31 ms; 100% ]

    [ void Galaxy::updateSectors(float): 7915.1 ms; 100% ]

    [ void Galaxy::updateJumpingEntities(): 0.183 ms; 0% ]

    [ void Galaxy::updateWormHoleResults(): 0.007 ms; 0% ]

    [ void Galaxy::updateEntityTransfers(): 0.002 ms; 0% ]

    [ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.001 ms; 0% ]

  [ void Server::updateDebugDiagnostics(): 0.515 ms; 0% ]

  [ MessageServer update: 0.418 ms; 0% ]

    [ virtual void SteamNetworkingServer::update(): 0.41 ms; 0% ]

      [ void SteamNetworkingServer::sendUpdatedServerDetailsToSteam(): 0.393 ms; 0% ]

      [ void SteamNetworkingServer::processReceivedNetworkData(): 0.005 ms; 0% ]

      [ void SteamNetworkingServer::updatePendingClosing(): 0.003 ms; 0% ]

      [ Steam Callbacks: 0.003 ms; 0% ]

      [ void SteamNetworkingServer::updateTimeouts(): 0 ms; 0% ]

  [ void FactionDatabase::update(float, bool): 0.029 ms; 0% ]

  [ void Server::updatePlayerCommunicatorAdministration(float): 0.022 ms; 0% ]

 

8 seconds is really bad, also saw a 9 somewhere

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  • 3 weeks later...

Personally I find SMT just muddies the waters.  OP has 6 'real' cores and that's probably huge overkill for 4 players.

 

SMT allows the game to think it can do 12 things at once, and in a non-realtime processing workload it's better, but the game probably schedules workload based on the available threads and  placing double work on each single core is going to mean the workloads are evicting each other from the single pipeline.

 

No need to deal with all that.  Use a thread per 'real' core and hope the scheduler chooses not to double up (or untick the odd cores in windows process details under affinity).

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