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Booted Repeatedly

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Deltharien
Posts: 52
Joined: Sun May 18, 2014 12:19 pm
Booted Repeatedly
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Post by Deltharien » Sat Aug 23, 2014 3:58 pm

I was running through chunks, looking for broke stuff. Hit Tree of Sorrow (-24,24) on Thestra and got booted repeatedly. Issue started ~5:45 Central if you want to look at New Telon logs. Issue was compounded if I moved rapidly through the area. I could stay connected if I moved slowly and/or stopped moving occasionally. This is a housing area with a house from each tier visible, and floating furniture here and there, for reference. Possibly related.

I also bounced back to the portal to check server status when I got booted and noticed both of my toons were showing as online on New Telon (my other had crashed about an hour earlier).
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Xinux
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Re: Booted Repeatedly
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Post by Xinux » Sat Aug 23, 2014 4:26 pm

What did you set your speed at and did the ping/lag meter change color?
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Deltharien
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Joined: Sun May 18, 2014 12:19 pm
Re: Booted Repeatedly
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Post by Deltharien » Sat Aug 23, 2014 4:44 pm

The first time I got booted, speed was at 1500 (I was exploring). I left at default for subsequent attempts at leaving the area.

Some more info:
It is definitely related to a specific house (visible T5)
The house is located at 20000, -57575, 1970 in Tree of Sorrow (-24,24)
I can wander anywhere else in the chunk, even moving at 1500 speed without issue (ping <200ms, FPS>100)
As soon as that house comes into view, movement hitches, ping rises above 2000ms, FPS drops into 30s.
If I stop moving, things eventually stabilize. If I look away, things eventually stabilize.
At no time does my FPS climb above 40s when looking at that house, even though the ping eventually normalizes.
Stand with that house at my back and my FPS climbs above 100 again.

Edited to add:
If I stand directly next to the house and scroll in to first-person, so that I only see the house, GPU temps start climbing, GPU cooling fan starts whining. FPS drops into teens/low 20s. This is without movement, just standing there. Also, the effect is quite a bit more pronounced on the wall facing south.

Edited again to add:
I dropped my quality settings to Balanced/Medium/None (normall High/High/2x) and /flushed all. House and furniture all disappeared. Rifted out and back, then moved to house. FPS dropped to teens, ping climbed>1000ms, but stabilized much quicker. Also on Balanced/Medium/None the pronounced effect noticed while facing south wall is less obvious, the performance hit is more even around the entirety of the house.
Last edited by Deltharien on Sat Aug 23, 2014 5:10 pm, edited 1 time in total.
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Glaxono
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Joined: Sun Apr 27, 2014 8:09 am
Re: Booted Repeatedly
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Post by Glaxono » Sat Aug 23, 2014 5:04 pm

Well that's weird,

I just logged in to see if I could duplicate Deltharien's observations in Tree of Sorrows and here is what happened:

The chunk was stable even running through it @ 3000 speed.
I cam upon a complete housing structure and then I received debilitating lag spike
It was a Guild house that took about 5 secs to appear /load that caused the lag spike
After testing this lag issue by moving in and out of view distance, the complete house and guild hall stopped appearing altogether
never crashed the client
never crashed the server
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Glaxono
Posts: 68
Joined: Sun Apr 27, 2014 8:09 am
Re: Booted Repeatedly
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Post by Glaxono » Sat Aug 23, 2014 5:16 pm

I bit more on this...
I rifted out of the chunk and then back in and that seemed to clear up the housing artifact not appearing all of sudden.
However, when I went back to the area with the guild house, it didn't appear but as soon as I moved right where it should be, I crashed the client.
I restarted the client right away and appeared right in front of teh guild house and it was fully drawn this time
I moved out of viewing distance and then back in, and it took a bit for it to draw, I walked into the area where it should be and got stuck inside the structure after it fully drew
Clearly this is an issue with the way the housing object is handled when moving in and out of view distance
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Deltharien
Posts: 52
Joined: Sun May 18, 2014 12:19 pm
Re: Booted Repeatedly
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Post by Deltharien » Sat Aug 23, 2014 5:18 pm

Well then. I never noticed the guild hall at all while I was playing with that house and I ran through that area many times without lag. After dropping my settings and flushing, I was on my way through that same area and noticed a chandelier high in the air, experienced some serious hitching, and then ran face-first into a guild hall that appeared a couple meters in front of me.

I'll add that the server never crashed, neither did my client through all this, I just got dumped to login screen (assuming because of high pings) from the house. Guild hall did not dump me to login, but I had also lowered my video settings prior to its arrival.

Edited to add:
Guild hall, once drawn, also doesn't continue to affect my FPS like the house did. I can run parallel to, or towards any wall and my FPS stays well above 100. I'm mostly sure that's all client side, though.
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John Adams
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Re: Booted Repeatedly
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Post by John Adams » Sat Aug 23, 2014 5:27 pm

Pretty sure the problem is related to this:

[quote]15:44:56.416 D Chunk Starting chunk 'Tree of Sorrow' (165)
15:44:56.416 D Rules Rule: R_Dev:LoadNPCData, Value: 1
15:44:56.416 D Unreal Loading Unreal data from the database.
15:44:56.416 D NPC Loading NPCs
15:44:56.494 D NPC Loaded 5 NPCs.
15:44:58.366 D Object Loaded 2558 Objects.
15:44:58.366 D Music Loaded 1 Music files.
15:44:58.382 D Sound Loaded 1 Sounds.
15:44:58.382 D Unreal Loaded 1 Movers.[/quote]

As I suspected, the proximity spawn code needs work and is likely not dealing with .speed all that well. I do not want to disable .speed, so you all are going to have to deal with the disconnects, or slow down in chunks that exhibit this behavior.

Edit: Strike that. Just discovered the problem; it is all about too many locations per object. there really are only 450 or so PPOs in that zone, but the multiple collection passes grabbed the same locs multiple times, so a bug in my "Pop Singles" script put too many out there. This is likely not a .speed issue, aside from .speed 3000 not giving the client enough time to process the incoming PPO packets.

This is a good discovery, although the spawn data you are experiencing is just temporary anyway. I'll see if I can fix this tonight.


Edit2: This is much better.
[quote]17:43:21.633 D Chunk Starting chunk 'Tree of Sorrow' (165)
17:43:21.633 D Rules Rule: R_Dev:LoadNPCData, Value: 1
17:43:21.633 D Unreal Loading Unreal data from the database.
17:43:21.633 D NPC Loading NPCs
17:43:21.711 D NPC Loaded 5 NPCs.
17:43:22.210 D Object Loaded 433 Objects.
17:43:22.225 D Music Loaded 1 Music files.
17:43:22.225 D Sound Loaded 1 Sounds.
17:43:22.225 D Unreal Loaded 1 Movers.[/quote]
Sorry, that would be my fault
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Glaxono
Posts: 68
Joined: Sun Apr 27, 2014 8:09 am
Re: Booted Repeatedly
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Post by Glaxono » Sat Aug 23, 2014 5:35 pm

And as a final clarification:
When moving in and out of view distance and causing the guild house to stop appearing altogether, ALL objects: NPCS, houses, housing items etc in the whole chuck stop appearing.
The chunk mostly does not crash either
Rifting out and then back in clears up the problem
This is repeatable

As John has surmised, It looks like the server gets overloaded trying to load in that many objects.
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