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Error starting 0.56d-linux (27 aug) - Printable Version

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+--- Thread: Error starting 0.56d-linux (27 aug) (/Thread-Error-starting-0-56d-linux-27-aug)

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RE: Error starting 0.56d-linux (27 aug) - Ferrari - 11-19-2019 10:36 PM

up

up!


RE: Error starting 0.56d-linux (27 aug) - Ferrari - 11-27-2019 09:03 PM

The latest build (11/26) apparently fixed these bugs

But now the lag is constant

load average always on top, CPU usage for networkthread and spheresvr too


RE: Error starting 0.56d-linux (27 aug) - Ferrari - 11-29-2019 12:28 PM

4 players online

[Image: olocjZt.png]

// Disconnect inactive socket in x min
DeadSocketTime=5

// Maximum number of packets to send per tick
MaxPacketsPerTick=150

// Number of connections a client can make before being blocked
MaxPings=15

// Maximum number of packets before lowering packet priorities (0 for no limit)
MaxQueueSize=150

// Maximum number of bytes to send per tick (also governs maximum size of outgoing packets)
MaxSizePerTick=18000

// Time (in seconds) to remember previous connection history
NetTTL=300

///
// Number of network threads to create in order to split the network i/o workload
// (0 for no additional threads: run all the code on the main thread)
// WARNING: values > 0 are still experimental, and may cause server crash/instability (or not).
// If Sphere crashes, this is the first setting to revert!
NetworkThreads = 0

// Priority of each network thread (valid only if NetworkThreads >= 1)
// 1 = Normal = tick 100ms
// 2 = High = tick 50ms
// 3 = Highest = tick 5ms
// 4 = RealTime = tick almost instantly
NetworkThreadPriority = 0

// Use asynchronous data sends, valid for both single and multi threaded networking
// WARNING: changing this setting at runtime may produce unexpected behaviour!
// 0 = Off
// 1 = Always on (it may not work for older clients!)
// 2 = On for 4.0.0+ game clients only
UseAsyncNetwork=0
///

// Prioritize outgoing packets (provides a smoother experience in crowded areas)
UsePacketPriority=0

// Enables an additional buffer for outgoing data
UseExtraBuffer=1

// Tooltip modes
// 0 = Always send full tooltip
// 1 = Wait for client to request full tooltip
TooltipMode=1

// Time (in seconds) to cache tooltip data
TooltipCache=30


RE: Error starting 0.56d-linux (27 aug) - Coruja - 11-29-2019 04:42 PM

UseAsyncNetwork, NetworkThreads and NetworkThreadPriority got removed from sphere.ini about 4 years ago. I don't know if these settings are related to this problem, but try set them to default value or remove from sphere.ini

Anyway, maybe your sphere.ini is outdated and this is making your server use outdated settings and also lack some new features, so try update the whole sphere.ini to check if this can fix something

Code:
// Use asynchronous data sends (changing this setting at runtime may produce unexpected behaviour)
//  0 = Off
//  1 = On
//  2 = On for 4.0.0+ game clients only
UseAsyncNetwork=0

// Number of network threads. Clients are distributed evenly amongst each thread. Set to 0 to not
// use a separate networking thread.
NetworkThreads=0

// If network threads are used, this controls the priority they are assigned.
//  0   = Idle
//  1   = Low
//  2   = Normal
//  3   = High
//  4   = Highest
//  5   = Real-time
//  255 = Automatic (recommended)
NetworkThreadPriority=255



RE: Error starting 0.56d-linux (27 aug) - Ferrari - 11-29-2019 10:27 PM

(11-29-2019 04:42 PM)Coruja Wrote:  UseAsyncNetwork, NetworkThreads and NetworkThreadPriority got removed from sphere.ini about 4 years ago. I don't know if these settings are related to this problem, but try set them to default value or remove from sphere.ini

Anyway, maybe your sphere.ini is outdated and this is making your server use outdated settings and also lack some new features, so try update the whole sphere.ini to check if this can fix something

Code:
// Use asynchronous data sends (changing this setting at runtime may produce unexpected behaviour)
//  0 = Off
//  1 = On
//  2 = On for 4.0.0+ game clients only
UseAsyncNetwork=0

// Number of network threads. Clients are distributed evenly amongst each thread. Set to 0 to not
// use a separate networking thread.
NetworkThreads=0

// If network threads are used, this controls the priority they are assigned.
//  0   = Idle
//  1   = Low
//  2   = Normal
//  3   = High
//  4   = Highest
//  5   = Real-time
//  255 = Automatic (recommended)
NetworkThreadPriority=255

Thanks Coruja, I actually used the default sphere.ini from build (11/26), when I noticed the CPU usage for NetworkThreads and spheresvr, I changed the settings using another combination.

I tried now using the latest version of sphere.ini, the problem persists.

What is the recommended server configuration for using sphere 56d?


RE: Error starting 0.56d-linux (27 aug) - Ferrari - 11-30-2019 01:47 AM

(04-26-2017 06:04 PM)Coruja Wrote:  ...If your have an small shard, any cloud server with 1.0GHz single core CPU and 2gb ram will be enough...

Found it.

But I think there is something wrong, 4 players cannot overload the network this way.


RE: Error starting 0.56d-linux (27 aug) - Coruja - 11-30-2019 10:38 AM

Just to make sure, whats your CPU and ubuntu version? I'm testing here on ubuntu 19.10 / core i3 7100U and sphere seems to be running fine, NetworkThread CPU usage is 5% ~ 7%


RE: Error starting 0.56d-linux (27 aug) - Ferrari - 11-30-2019 10:53 AM

(11-30-2019 10:38 AM)Coruja Wrote:  Just to make sure, whats your CPU and ubuntu version? I'm testing here on ubuntu 19.10 / core i3 7100U and sphere seems to be running fine, NetworkThread CPU usage is 5% ~ 7%

Ubuntu 18.04
i5 8400 2.8

Only with me everything is fine, 2 or more the problem begins


RE: Error starting 0.56d-linux (27 aug) - Ferrari - 02-04-2020 10:59 AM

UP!

The problem persists.


RE: Error starting 0.56d-linux (27 aug) - Ferrari - 02-08-2020 05:25 AM

WOW

Apparently, the latest build (1022) fixed the problems!

[Image: xygLTjQ.png]