World running "hot"
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- John Adams
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Re: World running "hot"
[quote="Cyrcle"]I have been running a red connection all day whenever I check (~1200ms) on the game.[/quote]
You're not the only one, but are you saying that even when you were alone on the server, your ping meter was red? That's probably related to the other convo about spam packets and the client never catching up. It's also the reason I bumped this topic, because if the world is spewing stuff to the client (flooding it) we need to know that, too. Thanks for mentioning it.
You're not the only one, but are you saying that even when you were alone on the server, your ping meter was red? That's probably related to the other convo about spam packets and the client never catching up. It's also the reason I bumped this topic, because if the world is spewing stuff to the client (flooding it) we need to know that, too. Thanks for mentioning it.
Re: World running "hot"
[quote="John Adams"][quote="Cyrcle"]I have been running a red connection all day whenever I check (~1200ms) on the game.[/quote]
You're not the only one, but are you saying that even when you were alone on the server, your ping meter was red? That's probably related to the other convo about spam packets and the client never catching up. It's also the reason I bumped this topic, because if the world is spewing stuff to the client (flooding it) we need to know that, too. Thanks for mentioning it.[/quote]
Yes, when I was the only one on, I was red.
You're not the only one, but are you saying that even when you were alone on the server, your ping meter was red? That's probably related to the other convo about spam packets and the client never catching up. It's also the reason I bumped this topic, because if the world is spewing stuff to the client (flooding it) we need to know that, too. Thanks for mentioning it.[/quote]
Yes, when I was the only one on, I was red.
Re: World running "hot"
On the CPU Process time. this is due to the amount of threads we have running idle. Combat, for example, will perform "Busy Idling", where it expends the entire time-slice, given to it by the Thread Scheduler, doing nothing. What it should be doing is checking that there is no work to do, and relinquishing control to another thread. Each chunk has it's own Combat thread, so each active chunk is actively doing nothing (as far as combat goes).
This and other similar situations are initial implementations and will be cleaned up, later. To reduce complexity and possible bugs, for development's sake, it was done this way.
On the 1200ms Ping issue, that is directly related to the issue listed in Server Bugs about Resending Packets. Your client gauges the ping based on the packet turn around time, and once it requests a resend and doesn't get it, the Ping counter freezes at some unrealistically high value. You may notice that once it's high, until you rift out, it never moves - It just freezes at that value. .rift'ing will clear this issue (as well as the ResendPackets issue, until your client misses another packet).
This and other similar situations are initial implementations and will be cleaned up, later. To reduce complexity and possible bugs, for development's sake, it was done this way.
On the 1200ms Ping issue, that is directly related to the issue listed in Server Bugs about Resending Packets. Your client gauges the ping based on the packet turn around time, and once it requests a resend and doesn't get it, the Ping counter freezes at some unrealistically high value. You may notice that once it's high, until you rift out, it never moves - It just freezes at that value. .rift'ing will clear this issue (as well as the ResendPackets issue, until your client misses another packet).