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0.28.1 Still continues to use too much bandwidth to the dedicated server.


Goshen
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When not logged in-

 

4e3bf16efd9c92f77076c1ef7465cdb6.png

 

Once I log in-

 

78de0758585e2193d4b853e81496a960.png

 

Gif showing the sudden drop in traffic when I log out-

 

8098c962779cf5d3188e9f7c20bc4df0

 

Steps to reproduce-

 

Install the dedicated linux server

Run nload  to see traffc

log in watch the outgoing traffic from the server jump by over 800 kBit/s per player as they log in.

Log out and watch it drop back down.

 

 

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Avorion servers since 26.1 are hemorrhaging so much network data it is impossible to host without smashing into your datacaps.

The same occurs in 28.1 and under these conditions it is not possible clientside for me to play online.

 

The host is running excellent hardware and has incredible download/upload speeds.

The client is also running the same, but this issue causes the game to behave worse than if you were playing on a 56k modem when combat is taking place. Network data piles up into a huge backlog which is slowly distributed to clients, where the client experiences a lagged state of play where for minutes at a time, the game has to play catchup with their activities.

 

It is not playable online under these conditions and there is something definitely going wrong here.

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Acknowledged. Does this only happen for dedicated servers or also if directly started from within the game?

 

I am not sure what you are asking, I only tested with a dedicated server monitoring traffic on that server while clients connected to it.

 

Are you asking if this happens in single player? 

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I took a packet capture and noticed it's sending this about 20 times per second:

 

[ void Galaxy::update(float): 8.061 ms; 15.8% ]
    [ void Galaxy::updateSectors(float): 7.391 ms; 14.5% ]
    [ void Galaxy::updateJumpingEntities(): 0.615 ms; 1.2% ]
    [ void Galaxy::updateWormHoleResults(): 0.015 ms; 0% ]
    [ void Galaxy::updateEntityTransfers(): 0.003 ms; 0% ]
    [ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.001 ms; 0% ]
  [ void Server::updateDebugDiagnostics(): 1.182 ms; 2.3% ]
  [ MessageServer update: 0.387 ms; 0.8% ]
    [ virtual void SteamNetworkingServer::update(): 0.374 ms; 0.7% ]
      [ void SteamNetworkingServer::sendUpdatedServerDetailsToSteam(): 0.349 ms; 0.7% ]
      [ void SteamNetworkingServer::processReceivedNetworkData(): 0.007 ms; 0% ]
      [ Steam Callbacks: 0.006 ms; 0% ]
      [ void SteamNetworkingServer::updatePendingClosing(): 0.005 ms; 0% ]
      [ void SteamNetworkingServer::updateTimeouts(): 0.001 ms; 0% ]
  [ void Server::updatePlayerCommunicatorAdministration(float): 0.276 ms; 0.5% ]
  [ Send Regular Server Info: 0.054 ms; 0.1% ]
....Sectors Updated: ....19....avg. server load: ....19.4%
...avg. update: ....10 ms
...max. update: ....14 ms
...min. update: ....5 msd...

 

Does the client actually do anything with this data? If not it's probably a good idea to omit it as it's between 10 and 20% of the current bandwidth just to send that text at that frequency.

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  • 2 weeks later...

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