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Old 6-4-2008, 15:07   #1 (permalink)
SugarDonut
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Default Issue with the ping limit/autokick function.

Hi.

As most of you may know, at the moment, the zombie escape servers are susceptible to infrequent but severe lag spikes.

While the lag spikes themselves are very annoying, they usually don't last more than a few seconds. When we do get lag spikes, players' pings usually shoot up to around 300+.

Recently, I've noticed that this causes the server to automatically kick players with over 200 ping. Which at the time of the lag is around a third of the server.

I think the idea of a ping limit is a good one, and it has been quite useful in sorting out who are the real laggers.

However, people whose pings were just high due to the server lag itself were being kicked, and I don't think that's quite fair.

So I was wondering, is there any way that we can sort this out?

I know that you guys must be busy enough already with the usual admin work, but I was just wondering if there's some other approach that we can take.

Thanks,

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Old 6-4-2008, 16:17   #2 (permalink)
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Yeah I'm with sugar on this...

It's good because it kicks those with genuinely high pings but if its the server causing those high pings then the system is defeated. I read somewhere that there is a 20second delay to prevent this? However I'm sure that sometimes people are kicked well within 20seconds of their ping breaking the 200 limit...
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Old 6-4-2008, 16:52   #3 (permalink)
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Hopefully this will be changed, i have witnessed more than half the server being kicked due to this new ping limit, all because it was the server that was lagging.
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Old 6-4-2008, 16:53   #4 (permalink)
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The delay has been set to 40 (which is equivalent to 60 seconds in mani) on all servers yersterday evening :

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Old 7-4-2008, 20:48   #5 (permalink)
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Just 5 minutes ago half of the server got kicked (I don't exagerate: about 20 of 35 players) on the Jurassic map (server #10). The main reason is the laggy map.
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Old 7-4-2008, 21:21   #6 (permalink)
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I've observed that the starting/intermittent lag occurs on some maps (only? more?).

For example I know that most of the time when we change to jurassicpark map it will lag a lot at the beginning.

But then the map we play before was fine and I believe the map we changed to was fine too.
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Old 7-4-2008, 21:30   #7 (permalink)
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We will disable mani_high_ping_kick on servers 8, 9, 10 and 11 as the escape maps make servers lag sometimes.
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Old 7-4-2008, 21:38   #8 (permalink)
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Originally Posted by Deeway View Post
We will disable mani_high_ping_kick on servers 8, 9, 10 and 11 as the escape maps make servers lag sometimes.
Done, high ping kicker is now disabled on servers #08, #09, #10 and #11. It should apply after one map change.
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Old 7-4-2008, 21:41   #9 (permalink)
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Quote:
Originally Posted by Deeway View Post
Done, high ping kicker is now disabled on servers #08, #09, #10 and #11. It should apply after one map change.
Great
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Old 7-4-2008, 22:13   #10 (permalink)
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Yes good that u changed. As you other say, I also witnessed the high ping kicks. It was kinda funny because we also played on jurassic map and we were like 38 players and after the ping kick we were only 10..
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Old 7-4-2008, 22:50   #11 (permalink)
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Yes good that u changed. As you other say, I also witnessed the high ping kicks. It was kinda funny because we also played on jurassic map and we were like 38 players and after the ping kick we were only 10..
Kinda leaves me feeling lonely when that happens
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Old 8-4-2008, 05:04   #12 (permalink)
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Its the detail and the size of the map added together with the players on that server,

large maps tend to lag anyway on any servers that have more than 20 people playing on it..
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Old 8-4-2008, 11:32   #13 (permalink)
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But I hope deeway, cruth and salem will fix the lagg spwan problem soon ^^
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Old 8-4-2008, 16:34   #14 (permalink)
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Idk you can fix that Sanad. Anyways 40 players = 40 computers connected at same place
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Old 8-4-2008, 18:26   #15 (permalink)
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Quote:
Originally Posted by sanad View Post
But I hope deeway, cruth and salem will fix the lagg spwan problem soon ^^
We are working on it, but that takes time.
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Old 8-4-2008, 19:11   #16 (permalink)
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i think the main 2 options of decreasing the lag would be to either upgrade the tick rate or decrease the player slots,

another way could be to enforce rates ?
dont know if this would work, but i know it controls how much the server sends and receives from a person, if all where the same the server might be able to control it a little easier ?
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Old 8-4-2008, 19:15   #17 (permalink)
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A higher tick rate won't help anything because the servers uses to much cpu.
And a higher tick would take even more cpu uses.
Our problems are more fps drop so rates won't help.
(And we already have a rate limit)
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Old 8-4-2008, 19:21   #18 (permalink)
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I'm out of ideas then, didn't know about the rate limit,
never change my rates from 100 - 100.

Sorry i cant be of further assistance.
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Old 9-4-2008, 09:05   #19 (permalink)
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This lag ONLY happens at some maps when all the players spawn, so it seems like there is a problem with the spawningspots - probably the CPU is overchallenged with setting the players spawnspots at a certain amount of players ...

I dont know whats the hardware but maybe reducing the slots or simply removing the maps like jurassicpark which got this problem might help?

I also wonder why the I3d test servers run on windows server edition, i never got problems with my ZE gameserver when it ran on my debian rootserver - even with more than 40 people ...

But there are probably reasons why you let it run on windows, so my only advice i can give you:
Reduce the slots or remove the maps which got this spawnlag
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Old 9-4-2008, 09:52   #20 (permalink)
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True, Windows is really really not suitable for 50 slot zombie server. Only smoother and faster running can be able with Linux, Linux ftw!!<3

Oh and dimitri servers runs on its own core which means, 1 CSS Server on 1 Network Card/Dedicated Server.
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Old 9-4-2008, 11:04   #21 (permalink)
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