Open GoogleCodeExporter opened 9 years ago
._.
Original comment by fpeijnen...@gmail.com
on 18 Aug 2010 at 9:25
<3
Original comment by c_u_late...@hotmail.com
on 18 Aug 2010 at 11:46
I upgraded to 32 slots a few days ago, it was laggy as fuck when we got near
full, I googled it a bit and found this:
sv_minrate 22000
sv_maxrate 22000
in server.cfg
I did that and the lag seems to have gone away completely.
Sorry if that's what you meant by trying 'everything'.
Original comment by ch...@watersideway.plus.com
on 18 Aug 2010 at 12:32
Already tried that and about 500 other combination's of different rates. As I
said, this is the only gamemode on my box I'm having such major lag with after
35+ players.
Original comment by c_u_late...@hotmail.com
on 18 Aug 2010 at 12:34
I can think of a way of removing loads of console commands, if that would help.
At the moment it generates a console command for the max of every entity.
That's a different console command for every entity.
Why not just do rp_max <entity> <number>
That way you only have the 1 command, rp_max, and the entity is an argument for
it.
Original comment by ch...@watersideway.plus.com
on 18 Aug 2010 at 6:11
You could do the same with maxjobs and with rp_enablejob (rp_enablegundealers)
etc.
Original comment by ch...@watersideway.plus.com
on 18 Aug 2010 at 6:47
How would console commands lag a server?
Original comment by fpeijnen...@gmail.com
on 19 Aug 2010 at 9:04
I don't know, I'm merely suggesting ways that DarkRP could seem cleaner :P
"I can think of a way of removing loads of console commands, [b]if that would
help.[/b]"
Original comment by ch...@watersideway.plus.com
on 19 Aug 2010 at 10:31
Oo, I know one thing that lags, spawning a cheque or money, there's like a 2
second lagspike before it spawns.
Original comment by ch...@watersideway.plus.com
on 19 Aug 2010 at 10:43
I'm not talking about little commands here, I'm talking about the script in
general. One little command would make no difference. Please keep things
on-topic.
Original comment by c_u_late...@hotmail.com
on 19 Aug 2010 at 10:45
Ah, but with 40 players how often do you think /dropmoney is gonna be used? >.>
Original comment by ch...@watersideway.plus.com
on 19 Aug 2010 at 5:39
The two seconds isn't a lagspike, it's a delay put there in purpose for the
animation to finish.
Original comment by fpeijnen...@gmail.com
on 20 Aug 2010 at 6:54
ON purpose*
Original comment by fpeijnen...@gmail.com
on 20 Aug 2010 at 6:55
I know there's a delay, but it does lag too, you know the noise the button
plays? That sort of stutters and repeats itself, as it does during a lag spike.
This has been mentioned before, if I remember correctly it was something to do
with the usermessages being sent containing the information to display on the
money prop/
Original comment by ch...@watersideway.plus.com
on 20 Aug 2010 at 1:12
Here's a screenshot of net_graph 4 with 32 clients.
http://img163.imageshack.us/img163/27/57168335.png
Original comment by c_u_late...@hotmail.com
on 21 Aug 2010 at 10:05
Any updates. Also confirmed with darksoul, sadistic and others that the script
is causing this.
Original comment by c_u_late...@hotmail.com
on 24 Aug 2010 at 10:53
net_showmsg 1
Looks like your sending about 14 usermessages per tick, 10 look like gmod
usermessages, 4 look useful.
Original comment by c_u_late...@hotmail.com
on 28 Aug 2010 at 8:39
Also this may be of some use, that's if you actually look into it.
http://img707.imageshack.us/img707/4889/netgraphd.png
12:38:04 CPU In Out Uptime Users FPS Players
110.23 98165.73 252447.94 1027 3 10.00 40
Original comment by c_u_late...@hotmail.com
on 28 Aug 2010 at 9:05
Someone try to confirm it's MySQL.
temporarily switch to SQLite and see if it still lags.
Original comment by fpeijnen...@gmail.com
on 28 Aug 2010 at 11:59
I use SQLite.
Original comment by c_u_late...@hotmail.com
on 28 Aug 2010 at 12:01
I really need to know what causes this. I can't just "look" at it.
Original comment by fpeijnen...@gmail.com
on 30 Aug 2010 at 5:09
If you would like I could give you access to my server during peek so you can
tinker with it.
Add me on steam, "pledging"
Original comment by c_u_late...@hotmail.com
on 30 Aug 2010 at 10:21
The problem could very well be firespread, the idiot who coded it, first uses
ents.FindInSphere (a very resource eating function) BEFORE checking whether to
burn anything at all. I'm fixing that now, check if it's fixed after the this
update please.
I think this was the problem.
Original comment by fpeijnen...@gmail.com
on 1 Sep 2010 at 3:23
We can only hope. Also that's why I try to avoid ents.Find*/Nwbools/Think
through out my code. I will get back to you in about 12 hours and show some
results.
Original comment by c_u_late...@hotmail.com
on 2 Sep 2010 at 7:59
Well, It seems your fix had some affect, but not the kind we are looking for.
Here's a net graph with 33 players.
http://img295.imageshack.us/img295/6295/68709954.png
Could there be something else silly in the code?
Original comment by c_u_late...@hotmail.com
on 4 Sep 2010 at 12:31
I'm beginning to think you've got people in your server making bases of
unfrozen and welded props.
Original comment by fpeijnen...@gmail.com
on 4 Sep 2010 at 7:06
Tomorrow I will remove all props with 35+ people and then show you the lag is
still apparent.
Original comment by c_u_late...@hotmail.com
on 4 Sep 2010 at 8:43
this tomorrow you're talking about is three days ago.
Original comment by fpeijnen...@gmail.com
on 8 Sep 2010 at 8:50
Sorry, been working crazy hours and have been missing peak time, I'll try get
you results tomorrow.
Original comment by c_u_late...@hotmail.com
on 8 Sep 2010 at 12:19
Just clean up everything and the lag still occurred, obviously there is
something else causing the problem.
Original comment by c_u_late...@hotmail.com
on 13 Sep 2010 at 9:57
Check with revision 721
Original comment by fpeijnen...@gmail.com
on 15 Sep 2010 at 6:31
Still a problem, but I don't see what could be causing it. The only think
function left is;
function GM:Think()
if LetterAlpha > -1 and LocalPlayer():GetPos():Distance(LetterPos) > 100 then
LetterAlpha = -1 end
end
And nwbools/ent.find* have been removed/optimized. I am clueless.
Original comment by c_u_late...@hotmail.com
on 17 Sep 2010 at 12:06
Just relooking at the code now, I see loads of ents.find* (around 30) that I
overlooked last time, possibly something there could be causing the issue.
Original comment by c_u_late...@hotmail.com
on 17 Sep 2010 at 12:28
the GM:Think() is clientside, and you said the lag was serverside.
Original comment by fpeijnen...@gmail.com
on 17 Sep 2010 at 11:13
the only real ents.* functions are at player spawn and disconnect.
that can not be causing your lag. In order for ents.* functions to really lag a
server up, it needs to be run every frame.
Original comment by fpeijnen...@gmail.com
on 17 Sep 2010 at 11:19
Sorry, wasn't thinking there for a second, in a bit of a rush on my way to
work. The lag is defiantly server side. I have cut some features out of the
script like earthquakes/zombies/letters and some other functions I do not use,
hopefully I will find some improvements.
Original comment by c_u_late...@hotmail.com
on 17 Sep 2010 at 11:20
Once again, only had a quick look and did a N++ search. There is obviously
something in there causing the problem. Because what else could it be?
Original comment by c_u_late...@hotmail.com
on 17 Sep 2010 at 11:26
An addon that only runs on DarkRP?
Original comment by fpeijnen...@gmail.com
on 17 Sep 2010 at 1:58
I don't use any besides Drugs. Other ideas?
Original comment by c_u_late...@hotmail.com
on 17 Sep 2010 at 2:36
no
Original comment by bloodyc...@googlemail.com
on 18 Sep 2010 at 9:24
I've updated FPP some more. I can't do any more.
Original comment by fpeijnen...@gmail.com
on 22 Sep 2010 at 2:56
Original comment by fpeijnen...@gmail.com
on 22 Sep 2010 at 2:57
I'll try it out and report back to you tomorrow. Do you have a steam I can
contact you on, may be easier to find the source of the problem while we are
both online and the server is peeking rather then try to contact via googlecode.
Original comment by c_u_late...@hotmail.com
on 22 Sep 2010 at 3:02
Well I forgot to get back to you again. I really don't know what in the code
could be causing this, its more then likely something silly but I cant seem to
find it. I have cut huge chunks out of the GM to try find the problem with no
luck.
I am a bit worried you are not a little more concerned about the issue though,
you are the main developer on the most popular gamemode in garrysmod history,
but you don't seem to be concerned about the major flaw that exists when
players are online.
Original comment by c_u_late...@hotmail.com
on 2 Oct 2010 at 9:49
That might be because you don't give me specific information. Rather than "it
lags when there are many players" I know nothing. I can't just guess what the
issue is, I've been guessing the cause of this for ages and I've done dozens of
things to fix it. Yet you say it has no effect.
Original comment by fpeijnen...@gmail.com
on 2 Oct 2010 at 2:05
Did i not offer you access to my server and the chance to add me on steam?
Original comment by c_u_late...@hotmail.com
on 2 Oct 2010 at 2:07
Send me a link to your steam profile through e-mail, we'll discuss.
Original comment by fpeijnen...@gmail.com
on 2 Oct 2010 at 4:41
the e-mail is fpeijnenburg@gmail.com
Original comment by fpeijnen...@gmail.com
on 2 Oct 2010 at 4:42
Feel free to add me at any time as I can see you have been online since I sent
the email.
Original comment by c_u_late...@hotmail.com
on 3 Oct 2010 at 8:58
3 Days, not a single reply to my email or an add. I see you deeply care about
the issue.
Original comment by c_u_late...@hotmail.com
on 5 Oct 2010 at 9:21
Original issue reported on code.google.com by
c_u_late...@hotmail.com
on 18 Aug 2010 at 7:10