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tirpitz

What do network related RPT errors mean?

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So, let me preface this: I am not after the rain dance you performed that may have helped that one time on this one server. 
I would like an explanation of what some of the networking related errors in the RPT mean and which setting (in the basic.cfg or otherwise) this relates to.

 

These errors appear in the the server RPT log frequently and are often spammed thousands of times. yes this server is modded, and has 50+ players. many of these errors are accompanied by a large spike in CPU usage and desync and eventual crash or very slow recovery of the server.

We have experimented with basic.cfg settings, and are currently trying close to default setting with little success.

 

  • First one that I don't understand,  mainly because my basic config  should prevent messages of this size:  
MaxSizeNonguaranteed = 256;
MaxSizeGuaranteed = 512;   
class sockets{maxPacketSize = 1340;};
22:00:30 NetServer: trying to send a too large non-guaranteed message (len=1288/1306) to 2097798637
22:00:30 Message not sent - error 0, message ID = ffffffff, to 2097798637 (wicky [AM 2])
22:00:30 NetServer: trying to send a too large non-guaranteed message (len=1288/1303) to 1070593847
22:00:30 Message not sent - error 0, message ID = ffffffff, to 1070593847 (HC3)
22:00:30 NetServer: trying to send a too large non-guaranteed message (len=1288/1308) to 983477534
22:00:30 Message not sent - error 0, message ID = ffffffff, to 983477534 (Tirpitz [AM 2SA])

To me the raises several questions: why is it trying to send messages larger than what I have specified, am I misunderstanding this message and how can I avoid it?
What the maximum safe MaxsizeGuaranteed and MaxSizeNonguaranteed with respect to MTU if this is relevant.

 

  • Number two, this one,  the message type and the object identifier change, as well as the location (server/local).
22:10:42 Client: Object 48:172 (type Type_460) not found.
22:10:42 Client: Object 48:173 (type Type_460) not found.
22:10:42 Server: Object 15:97 not found (message Type_460)
22:10:42 Server: Object 15:96 not found (message Type_460)
22:10:42 Client: Object 48:174 (type Type_460) not found.
22:10:46 Server: Object 6:229 not found (message Type_96)
22:10:46 Server: Object 6:228 not found (message Type_96)

 

  • Number three: 
22:10:51 NetServer: cannot find channel #1648235163, users.card=55
22:10:51 Message not sent - error 0, message ID = ffffffff, to 1648235163 (CURT [CC PXLC])
22:10:51 NetServer: cannot find channel #1648235163, users.card=55
22:10:51 Message not sent - error 0, message ID = ffffffff, to 1648235163 (CURT [CC PXLC])
  • and number four
21:29:31 Server: Network message 302ef35 is pending
21:29:31 Server: Network message 302ef36 is pending
21:29:31 Server: Network message 302ef36 is pending
21:29:31 Server: Network message 302ef36 is pending
21:29:31 Server: Network message 302ef37 is pending
21:29:31 Server: Network message 302ef37 is pending
21:29:31 Server: Network message 302ef39 is pending
21:29:31 Server: Network message 302ef3a is pending
21:29:31 Server: Network message 302ef3c is pending



Our current basic.cfg looks like this:

// These options are created by default
language="English";
adapter=-1;
3D_Performance=1.000000;
Resolution_W=0;
Resolution_H=0;
Resolution_Bpp=32;


// These options are important for performance tuning

MinBandwidth = 131072;                // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MaxBandwidth = 104857600;                // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.

MaxMsgSend = 512;                                // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers.Default: 128
MaxSizeGuaranteed = 512;                // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 256;                // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

MinErrorToSend = 0.002;                        // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
MinErrorToSendNear = 0.02;                // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01



class sockets{maxPacketSize = 1340;};

MaxCustomFileSize = 10000;                        // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.

 

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