[bf1942] Lag issue

Brent Jones brentj at servuhome.net
Sun Dec 15 22:14:37 EST 2002


I get the same issue after my server has been running after several hours.
It hasnt crashed in over a day, so stability seems to be there, but there must 
be some part of the server thats wasting considerable cycles, causing lag.
My config is :
Slackware 8.0 (kernel 2.4.20 scsi emulation+various modules)
dual p3 800's and 1 gig of ram
RAM usage during the lag hits exactly 1 gig, and about 20 megs swap.
I tried with no services running, except ssh and local console, same effect.


Brent Jones
brentj at servuhome.net


Quoting YAH Bloodlust <yah.bloodlust at noos.fr>:

> I have exactly the same problem with my linux server.
> In a first time i have thought it was due to the poor PIII 550Mhz, but now i
> am not sure.
> Gudmo, what is your configuration please ? 
>   ----- Original Message ----- 
>   From: Gudmo 
>   To: bf1942 at icculus.org 
>   Sent: Monday, December 16, 2002 3:00 AM
>   Subject: [bf1942] Lag issue
> 
> 
>         Although it's generally not felt when moving around ingame there is
> considerable
>         lag issue with the linux server.
> 
>         entering and exiting vehicles takes 2-3 seconds and I've seen guys
> pop in and out because
>         they started to hammer the button.
> 
>         Also accuracy is way out of whack because of the lag prediction code.
> To hit with 9 in latency
>         you will have to imagine what it's like to have 300 in latency.
> (predict the lag yourself!)
> 
>         Third part are the connection problems on the server. I often get
> connection problems messages
>         on screen even though the game doesn't haccup or shut down.
>         But then again it has also completely frozen at one time.
> 
>         These seem to be the major issues with my server
> 
>         ps. - I don't run the server with gdb since I need it to autorestart
> on crash (Doesn't work with ingame commands in linux)
> 
>         Gudmo
> 
>         -------Original Message-------
> 
>         From: bf1942 at icculus.org
>         Date: 16. desember 2002 00:14:44
>         To: bf1942 at icculus.org
>         Subject: Re: [bf1942] Another new build. Still segfault on
> connection
> 
>         Still getting segafault anytime a client tries to connect..
> 
>         ---------- Original Message ----------------------------------
>         From: "Ryan C. Gordon" <icculus at clutteredmind.org>
>         Reply-To: bf1942 at icculus.org
>         Date: Sun, 15 Dec 2002 02:26:19 -0500 (EST)
> 
>         >
>         >Try this one on for size:
>         >
> http://icculus.org/betas/bf1942/bf1942-lnxded-betaupdate-build-
1039933525.tar.bz2
>         >
>         >This applies over the complete install, with or without the
> previous
>         >build. Just untar it so it overwrites the binaries and README.
>         >
>         >I fixed a metric ton of invalid memory accesses, three deferences of
> bogus
>         >pointers, and one serious memory corruption (which I'm hoping was
> the
>         >cause of all our woes).
>         >
>         >Please try it out. Usual disclaimer applies: this works great here
> (but it
>         >always has, so this is not at all a comfort by this point, I'm
> sure), but
>         >until I get some confirmation from the field, I can't promise this
> won't
>         >crash on connect, etc.
>         >
>         >And, for the record, valgrind is a _fantastic_ tool for tracking
> down
>         >memory bugs. If you are a programmer and aren't using this on your
> code,
>         >you really really should. It totally blows away ElectricFence
> (which,
>         >coincidentally, runs out of mmap()able address space before the
> server is
>         >finished starting...I've had that problem with efence on every major
> game
>         >I've used it with), and dmalloc, etc.
>         >
>         >--ryan.
>         >
>         >
>         >
>         . 
>                
>        
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