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Kn1ghtR1d3r

Heavy Network Traffic (->Network message pending)

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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

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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)

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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?

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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?

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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

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