linux server problems with DC broken objects and jerkiness, is anyone running a succesfull dc linux server?!?

matt matt at planetmirror.com
Sun May 4 02:37:52 EDT 2003



ok ive delved through all the archives and ive spent a fair amount of
time searching on google and im not much closer to figuring out if this
is on the table or not.

clearly there are issues with the ac130 in desert combat and the linux
server.

if you read
http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?26:mss:4107:200304:mbjejmnemf
jbfjlkamdi

i thought that was a pretty good detailed report on the problem but if
you examine

http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?26:mss:4110:200304:mbjejmnemf
jbfjlkamdi

other people on the list have had a good ripping at this guy for what
reason i dont know...

im trying to re-open this issue to try and figure out whether this is an
issue with the linux server, desert combat alpha or both, and the
relevance/importance of the messages im seeing... 

obviously the desert combat is alpha and the linux server is beta so
we're dealing with some pretty bleeding edge code..

STREAM_DEBUG: Nan was for acc:AC-130
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: mPositionalAcceleration nan corrected
STREAM_WARNING: checkVec3ForNan

i took the maps with the ac130 out of the rotation but im seeing similar
errors relating to other objects eg mortar, sandbags.

im up to 10 players on a desert combat server, with 1.5G of memory and
1.6ghz processor on a 100mbps network and the server is giving very
jerky playability and the box is not cpu/io/network bound.

when one inspects the console we see pages and pages of

STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan
STREAM_DEBUG: Nan was for acc:Mortar
STREAM_WARNING: checkVec3ForNan

this is on bocage

i have seen similar things for other objects, eg sandbags

which is very similar to the problems reported in the AC130 posting
about linux server object problems with desert combat

the server is consuming anywhere up to 50% of the cpu, if i kicked
everyone off and restarted the server with a map that causes this to
happen, eg El_Alamein, the server will consume 20-40% of the CPU with no
players connected at all, so clearly it is having a direct impact on the
playability of the server.

now in the response to the AC130 posting by rookiewan at cistron.nl he says

-snip-
The stream debug messages get a nice write up in the README file, so 
read there first plz before asking.

The bugs in DC I've noticed on Windows boxes too...
/sarcasm mode on
maybe it's because DC is *gasp* alpha software?
/sarcams mode off

So basically you ask two questions, both of which with *SOME* time ( say

2 mins on google/ DC site) you would've/ could've found out yourself.
-snip-

now without sounding too stupid nor attracting similar undue flames
imho, can someone point me to the supposed "nice write up about stream
messages in the README file"? i mean, i dont know what README file you
guys are looking at, but ive read the one that comes with each .bz2
package released by ryan and none of them make any mention about stream
debug messages. the only reference is to STUB: messages which are
completely different to what im looking at?

secondly, i spent much more than 2 mins (try hours) on google looking
trolling for more information on this issue and i end up coming back to
this list..

i did find some relevant postings on desertcombat.com & others which
seem to suggest the same problem without much of a pointer as to a
possible solution

eg
http://forums.bf42.com/showthread.php?s=ae47235623b9d2027b050333d4f84ce1
&threadid=23988&highlight=linux
http://www.shacknews.com/ja.zz?comments=24927
http://www.bfcentral.com/forums/showthread.php?s=&threadid=3378


i also notice there is a site up specifically for the linux dedicated
server

http://www.bf1942-lnxded.com i dont know what its affiliation to the
linux dedicated server team/project is but it seems very light on
documentation/information and has no information relating to the
AC130/object bugs/desync issues.

i notice even when the console appears to be clean (ie: im not getting
continual output spewed to the terminal) that ping times seem fine yet i
get the "snapping back" "bungee" effect. ie you spin hard left and stop
youll get some snapping back to the right..

some people have suggested this is a problem with synchronisation
between the server and the client and hence the ping times are fine but
you get massive jerkiness on the client side.

are there any options i can set to try and mitigate this effect? does
anyone have any suggestions/recommendations/feedback?

it seems that the bungee issue is a fairly well known effect i just cant
seem to find any real response that says "we see it, and it will be
fixed in next release" or "we see it and we dont have the time to fix
it" or similar. 

obviously this is not going to get fixed overnight, im more or less
looking for some guides about which way i should go now i realise my
linux server is playing horribly as it stands.

i fear my only option will be to use a win32 box or win32 in vmware for
the desert combat server functionality and wait for the DICE 1.4 server
? does anyone know if DICE are looking at this bungee/desync/jerkiness
issue?

i hope ive been as thorough as possible, ive certainly rtfm and more so
flame away ive got a thick skin :P

cyas

--matt 





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