VGOEmulator.net

A Development Project for the Vanguard:Saga of Heroes MMO

Skip to content

Advanced search
  • Quick links
    • Unanswered topics
    • Active topics
    • Search
  • Portal
  • Project Manager
  • Bug Tracker
  • Server List
  • Wiki
  • Donate
  • Login
  • Register
  • Board index Bugs Server Bugs Server Bugs (Closed)
  • Search

World running "hot"

Closed Server Bugs

Moderators: Community Managers, Developers

Locked
  • Print view
Advanced search
13 posts
  • Previous
  • 1
  • 2
User avatar
John Adams
Retired
Posts: 4582
Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
Contact:
Contact John Adams
Website
Re: World running "hot"
  • Quote

Post by John Adams » Wed Jan 14, 2015 4:11 pm

[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.
Top

User avatar
Cyrcle
Data Collector
Data Collector
Posts: 288
Joined: Fri Jan 31, 2014 1:51 pm
Re: World running "hot"
  • Quote

Post by Cyrcle » Wed Jan 14, 2015 4:14 pm

[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.
Top

Lokked
Principle Developer
Principle Developer
Posts: 600
Joined: Wed Aug 06, 2014 3:15 pm
Re: World running "hot"
  • Quote

Post by Lokked » Wed Jan 14, 2015 4:43 pm

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).
Top


Locked
  • Print view

13 posts
  • Previous
  • 1
  • 2

Return to “Server Bugs (Closed)”

Jump to
  • Information
  • ↳   Announcements
  • ↳   Dev Chats
  • ↳   Events
  • Community
  • ↳   General Discussions
  • ↳   VGO Team Help Requests
  • ↳   Introductions
  • ↳   Game Features
  • ↳   Wish List
  • ↳   Off-Topic
  • Support
  • ↳   How-To's
  • ↳   General Support
  • ↳   Windows
  • ↳   Linux
  • Bugs
  • ↳   Server Bugs
  • ↳   Server Bugs (Closed)
  • ↳   Content Bugs
  • ↳   Content Bugs (Closed)
  • ↳   Database Bugs
  • ↳   Tools Bugs
  • Board index
  • All times are UTC-07:00
  • Delete cookies
  • Contact us
Powered by phpBB® Forum Software © phpBB Limited
*Original Author: Brad Veryard
*Updated to 3.2 by MannixMD