Kn1ghtR1d3r 10 Posted October 18, 2013 Hello, my mission was running fine. But now after making a big update for the mission the server FPS are dropping very fast. I tried to find out what is causing the FPS drop and first of all I noticed a lot more network traffic. Network traffic was around 6000-9000 kbs with a full server before the update and now it is between 20000-30000 kbs with only half of the players. My assumption is that the network traffic is causing the FPS drops. The problem is that I can't figure out what is causing all the network traffic. I checked everything and I am pretty sure it's no functions beeing called inside my scripts. When I have a look at the server log files there are a lot of messages like these: Server: Network message 2c04130 is pending NetServer::SendMsg: cannot find channel #830492367, users.card=46 NetServer: users.get failed when sending to 830492367 Message not sent - error 0, message ID = ffffffff, to 830492367 (Playername) In my client side logs I found these messages: Observer C Golf 1-3:1 (Playername) REMOTE (civ_13) in cargo of C Golf 1-3:1 (Playername) REMOTE (civ_13); message was repeated in last 60 sec: 14896 Observer C Hotel 1-3:1 (Playername) REMOTE (civ_24) in cargo of C Hotel 1-3:1 (Playername) REMOTE (civ_24); message was repeated in last 60 sec: 34517 Now I assume that those "observer messages" are causing all the traffic, but I don't know what I changed to cause those messages. Can anyone please give me a hint how to resolve this issue? Or give me some tips on how to find out what exactly is causing the network traffic. Thanks in advance! Kn1ghtR1d3r Share this post Link to post Share on other sites
jacmac 2 Posted October 18, 2013 Observer C Hotel 1-3:1 (Playername) REMOTE (civ_24) in cargo of C Hotel 1-3:1 (Playername) REMOTE (civ_24); message was repeated in last 60 sec: 34517 If "message was repeated in last 60 sec: 34517" == 34517 messages in 60 seconds Then you have a process that is death looping. You are spawning a message, that is spawning a message, that is spawning a message, etc. Infinite recursion. http://upload.wikimedia.org/wikipedia/commons/b/b3/Screenshot_Recursion_via_vlc.png (367 kB) Share this post Link to post Share on other sites
Kn1ghtR1d3r 10 Posted October 18, 2013 Thanks for your help Jacmac! But how could a death looping process cause all that network traffic? And why is this causing all the "observer messages"? I need some hints what I have to look for. Is there a way to log what is causing the traffic? Share this post Link to post Share on other sites
jacmac 2 Posted October 19, 2013 I couldn't tell you what is causing it from what you have shown so far. When you say you made a "big update", how big exactly? Can you show a before and after or is it way too many changes? Share this post Link to post Share on other sites
.kju 3245 Posted October 19, 2013 Make yourself an overview of all network calls (pV, setVar public, etc) with their frequency and data amount. Also keep this in mind: http://feedback.arma3.com/view.php?id=15391 Share this post Link to post Share on other sites
Kn1ghtR1d3r 10 Posted October 19, 2013 I finally figured out what the problem was. It was a trigger on the map. I called a function in the activation field of this trigger that spawned some animals. And for some reason this trigger caused between 500-1000 kbps traffic per player! Normally it's only betwenn 10-50 kbps (when standing still). But thank you all for your help! If you want to try out the mission search for "Blackwing Gaming". It's a life mission. Cheers, Kn1ghtR1d3r Share this post Link to post Share on other sites