#perf_prof_branch

1 messages ยท Page 35 of 1

empty goblet
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about the performance between sse2,avx,avx2 it might be related to generation of CPU ... some had slow AVX (similar mess like with 512s)

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remember reading some paper on the cycles cost loong time ago

thin wyvern
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Make new user and see ```@ECHO OFF

START "ArmA3" /D "C:\Program Files (x86)\Steam\steamapps\common\Arma 3" "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3_x64.exe" -malloc=tbbmalloc_SSE2_x64 -hugePages -name=test
@exit```

mellow lark
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how would that make a difference ?

whole cloud
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I also don't see the difference ^^

mellow lark
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I guess ill just use cma then for now

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Could it be any redist packages missing ?

whole cloud
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no

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The "illegal instruction" error is pretty clear about what's going on

mellow lark
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Yes but it should not happen

oblique topaz
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@whole cloud you will send yours dll malloc to BE to whitelist it ?

whole cloud
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probably not

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If they are good BI will get the source to implement them directly

empty goblet
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i still think you could/should publish all the sources on github (when you sort of done with it)

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@mellow lark what OS version you have ? 32 or 64bit ? which service pack ? is it inside VM or not ?

mellow lark
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I should be on the latest Windows 10 build

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And no vm

empty goblet
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64bit ?

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ok, then there goes theory about VM/Hyper-V or 32-bit or old OS not supporting or not translating the flag (which is true in some cases)

whole cloud
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And we are talking about SSE here. Not AVX.
And I have no clue. There are many reasons for AVX.. but not really for SSE

empty goblet
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@mellow lark can you make screenshot of CPU-z main screen tab?

mellow lark
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@empty goblet k sec

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Do I have to pm you ?

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Doesn't seem like it is working here

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sent

empty goblet
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ye Ivy Bridge, CPU-z seems to see it just fine

mellow lark
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Yeah it's not like I encountered problems with it before

thin wyvern
mellow lark
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I believe that has nothing to do with the case, however

empty goblet
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and then does it actually run just fine various stresstest or benchmark ?

mellow lark
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It does

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I stresstested the CPU like 2 weeks ago with prime95

empty goblet
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well i guess we rulled out some possible cases now it's to dedmen to figure it out ๐Ÿคฃ

mellow lark
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It's probably some incompatibility in the code somewhere

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That doesn't work with 3rd gen and probably lower

whole cloud
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If I could only know WHAT instruction is being illegal :U

empty goblet
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step by step add some breaks with logging ๐Ÿ˜ƒ

woven loom
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   The exception unknown software exception (0xc0000417) occurred in the application at location 0x40fdb829. Click on OK to terminate the program 
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random crash while playing showcase gunships

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didn't leave any dumps

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just RPT that cuts off abruptly

whole cloud
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without dumps the crash is useless.

woven loom
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i know but

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best i can do ๐Ÿ˜„

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maybe i'll try leaving the launcher open

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see if that helps next time

woven loom
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hmm happened again, exact same error, different mission, same helicopter (Mi-28)

cunning kite
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Have you tried without the hugepages?

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I'm assumably fairly retarded when it comes to errors but it may be worth a shot

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Have any real benefits been seen on using hugepages versus not using them at all, by the way?

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I set it up on my computer for ArmA initially, but I couldn't tell much of a difference if any at all

woven loom
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Well, I tried again keeping the launcher open, didn't crash ๐Ÿคท

inland dew
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@whole cloud so for the moment ArmA isn't using AVX in any form?

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Because I wanted to test my CPU without AVX, as it heats less, because less voltage is required for a given frequency

whole cloud
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Ask Dwarden. But I guess not. Because Arma needs to run everywhere

inland dew
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@whole cloud then may be my i7-4790k will be Prime custom stable @ 5.1 or 5.2 GHz <1.4 V without AVX

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Will test this )))

chrome wadi
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AVX is pretty voltage demanding yeah

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some people even disable it so they can overclock their CPUs even more without worrying about AVX, as most games don't use it anyways

empty goblet
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anyone who sent me crashes via DM (Discord, Skype) please remind me via DM again , it's possible that due to 'spam' (related to certain console game) i missed it

woven loom
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dwarden y u no mk xbox faster plox

nocturne obsidian
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Memory allocator video finally completed. Available in video section. Conclusion is DM tbbmalloc with hugepages might be worth it for a very small gain but probably not worth it. New version of tbbmalloc performs the same as the one included with the game, no benefit at all.

empty goblet
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just more stable due to certain fix(es) {rumor by certain admin}

whole cloud
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Do you have a table with benchmark results?

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And there are still more allocators in the pipeline.. Just need to find the time to actually get them done

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Now that I see it I guess the graphs are enough ๐Ÿ˜„

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For the "Arma 3 very high allocators FPS" chart it would've been nice to sort them in descending order of fps.. Because Default and tbbmalloc_dm_hugepages looks almost the same. But they are too far apart to really see if there is a difference

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I don't think "Average CPU Usage" is that useful. As over 90% of the allocator relevant work is happening on a single thread. And the main thread is probably at 100% CPU usage on a single core. As it should be when you are CPU bottlenecked

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On "Allocators frametimes" in kavala you can see at around 1795 and 1155 that the red graph is temporarily behind the others.
Same with jemalloc on the YAAB frametimes. At 871 and 1543 it's very clearly visible that it's moved forward

vagrant zodiac
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Does the 'profiling - Performance Profiling Build' available on Steam allow the use of commands (through the debug console) like 'diag_captureFrame'?
I'm trying to get some info to help with a potential issue/bug but get and error that suggest these commands are not available.
e.g. 11:52:49 Error in expression <diag_captureFrame 3;>
11:52:49 Error position: <3;>
11:52:49 Error Missing ;
I suspect there's something very obvious I'm missing...

whole cloud
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yes

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only available in prof build

vagrant zodiac
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Thanks for the quick answer - sorry I should have been more specific. I'm running the 'profiling - Performance Profiling Build' available on Steam but do get this error. I'd assumed I'm running the correct build for this command?

whole cloud
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how do you start Arma? Arma Launcher? Does it say profiling or performance?

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I don't use the steam branches I just get the binaries directly from dropbox

vagrant zodiac
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Yes, from the launcher and it does say 'Profiling'

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If I'm looing in the correct drop box, I noticed there is both 'performance' and 'profiling' versions in there so I'll try a 'profiling' version. (assuming I have a 'performance' one from Steam.) Thanks again.

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Yep - that's got it!

empty goblet
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your need profiling binary not the performance binary ๐Ÿ˜ƒ

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performance binary is like main branch aka stable, no debug layer

nocturne obsidian
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is it worth trying out the performance client? what is it all about anyway? the general performance of the game or?

whole cloud
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testing new stuff that isn't released yet and that you'd otherwise only get on dev-branch

nocturne obsidian
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oh, alright, thanks

woven loom
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well, this branch also receives some fixes ahead of the stable releases

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so i usually roll with it

rocky quest
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Curious... Is there a way to limit how fast Arma reads from a hardrive? Or even change how often it needs to access it?

empty goblet
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@rocky quest it access it as needed (caches, object and terrain streaming, sounds etc.) best way is to have lot of of RAM (while running 64-bit version of binary) and SSD ๐Ÿ˜ƒ

woven loom
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And DDR4...

nocturne obsidian
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@woven loom

empty goblet
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system allocator is used only when defined manually (-malloc=system) or no allocator .dll found

mellow lark
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@whole cloud how to test out your malloc ? :D

whole cloud
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You grab it. And use it.

mellow lark
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@whole cloud But where did you post it ?

mellow lark
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oh yeah I remember not being able to use them haha

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ill try again

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same problem ๐Ÿ˜„

oblique topaz
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hey @empty goblet i know here is not dayz channel , but you know wish malloc dayz 0.63 use by default ? it still have the dll mallocs on game folder , but i suspect that the game isn't using no one , because when a dll is being used you cant deleted that dll from folder and when i specify the game to use the cma malloc it generate a txt file on the game folder , thing that not happens on 0.63 (both experimental and stress test branch). so then you know if the game is using system malloc by default or the game have a implement malloc internally ?

whole cloud
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๐Ÿค” Why post here if you know this is not DayZ then?

oblique topaz
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why he is the only person that i know that maybe will respond my question right

cunning kite
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Because suprise suprise DayZ is the same game/engine?

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Valid question imo

whole cloud
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no it's not.

snow sleet
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It is

whole cloud
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Enfusion != RV

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Enfusion = RV + Encore
Thus Enfusion != RV

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So.. NO. It's not. k thx bye

snow sleet
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K

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you seem pretty mad.

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but k

plucky dust
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Kids these days...

empty goblet
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@oblique topaz from what i noticed the custom allocators are deprecated in DayZ

storm crag
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I was getting a issue with my server that causes the server to spew out a "Network message pending" error. Once the error starts the server stalls and either recovers or it forces me to restart the server.

This is playing with mods and around 60 players.

heady parcel
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What was the server fps before it starts?

mellow lark
storm crag
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Server FPS was 50

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It never shows signs of slow down until tge msg

weary raven
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how do the devs monitor server cps? i used to have a tool called arma server monitor which was really cool but was only written for 32bit and the guy who made it never ported it. Interested to see what you guys use?

storm crag
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@weary raven I just have the zeus use the #monitor command

plucky dust
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That'll give you server fps, sure.

storm crag
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Wait did you mistype fps when you typed cps?

weary raven
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no i meant cps, plenty of stuff to read fps but i noticed that cps was more crucial to the style of missions i was running

storm crag
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Ah then I dont know

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Is cps cycles per second?

weary raven
storm crag
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Oh yeah I am aware of it I just never used it before since I help run 64 bit servers

weary raven
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yeah well i was using this back before the 64 bit versions existed and found it a really good tool to know what duration for restarts and the load each mod caused so was able to fine tune the server to work really well

storm crag
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Yeah I tried googling for other spolutions way back but I couldn't find any.

plucky dust
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Maybe you can take the source and rebuild for x64 with some tweaks to the source? KK had a blog post about this

storm crag
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Well there where payed options and incomplete projects.

whole cloud
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what is cps supposed to be?

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there is a 64bit version of ASM floating around somewhere.

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@plucky dust it's not open source.
Someone made a linux 3rd party port of that tho which is OS. And I think that's what the guys who made the 64bit version used

rain moth
gray spade
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I have trouble finding the addon files for ASM as all sources point to https://github.com/fred41/ASM/ which is no longer available. Does anyone here have an idea where to get these from?

whole cloud
weary raven
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i could of sworn i only looked at it a few days ago must have just deleted it

gray spade
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Thx.

gray spade
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Hmm... now the problem is the ominous Windows .exe is nowhere to be found. I found another project by dedmen for an open source version (https://github.com/dedmen/ArmaServerMonitor) using Qt, put I can't compile it because it's missing a ui_mainwindow.h file.

chrome wadi
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that's generated by QtCreator from mainwindow.ui

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if you are using CMake you can do set(CMAKE_AUTOUIC ON) apparently

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or you can generate it manually uic mainwindow.ui -o ui_mainwindow.h, but I guess you need QtCreator for that anyways

gray spade
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There are a lot of dependencies int the VS 2015 project that point to some directory on drive J: and as I am not really proficient in VS it makes no sense to continue. Thanks for the help though.

whole cloud
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You don't build Qt projects with VS. Unless you have the Qt Extension stuff installed.

gray spade
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Yeah, I figured out as much. Since there was a proj file included and stuff I tried doing it with VS, but all includes related to Qt are hardcoded with path to folders on J:,
I assume no one just has a prebuild ASM.exe lying around? Are there other similar (more up to date) tools one would use for the same purpose?

whole cloud
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just use the old one. Should still work

chrome wadi
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Your link in Readme to that repo is broken

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Last I checked at least

whole cloud
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that's just a fork of the original

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and not mine too

gray spade
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oh I was blind then. Well I got it connected, but it's not showing any data, which is a bit strange

weary raven
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need a 64 bit specific asm.dll, wont work unless server is running 32 bit

empty goblet
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1.86.145231 new PROFILING branch with PERFORMANCE binaries, v00, server and client, windows 32/64-bit, included linux 32-bit server

  • sync with 1.86.main branch
trim ether
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Does this have the same bikey issue as the main build ?

whole cloud
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is in sync. So yes it should

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They didn't even find the problem yet, so I don't see how it could've been fixed 20 minutes ago ^^

trim ether
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you never know ๐Ÿ˜ƒ

empty goblet
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it's same so don't expect anything, yet

mellow lark
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@empty goblet I cannot find it on your Dropbox

storm crag
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Or the google drive folder, I'm sure he'll get it out at some point.

mellow lark
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It's not on the GDrive either

empty goblet
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sry not yet WDK, we sort of busy with the bugs / servers

storm crag
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Take your time ๐Ÿ˜„

empty goblet
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q, anyone got crashdumps from 1.88.145263 (main branch) and 1.88.145264 (profiling branch / performance binary) ?

empty goblet
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still no crashdumps? that's somewhat suspicious stable reality ๐Ÿ˜‰

heady parcel
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Running smooth for us

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I had one restart unresponsive dumped 70 players. Cpu and ram didn't unload. No crash. Staff member forced a restart.

whole cloud
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No (non self-inflicted) problems so far
Only crash I had was the GPU driver or my own code

empty goblet
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new profiling is up in sync with last hotfix

nocturne obsidian
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i joined the profiling branch on steam, i see the profiling banner on the launcher, but the function diag_captureFrame and diag_captureSlowFrame don't work. I'm running then in the admin console.

whole cloud
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100% sure you are on profiling and not performance?

nocturne obsidian
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I used this code CautionSpecialProfilingAndTestingBranchArma3 and the name of the branch is profiling - Performance Profiling Build.

whole cloud
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Afaik it defaults to performance build

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I just always grab it from dropbox

nocturne obsidian
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In Dropbox there are only Linux 1.88 files for server.

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Can't find client windows 1.88 files.

whole cloud
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๐Ÿ˜ฎ lul Dwardun failed

nocturne obsidian
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Everyone fails sometime ๐Ÿ˜„

whole cloud
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And google drive doesn't have 1.88 at all

nocturne obsidian
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Yes

whole cloud
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Well I guess you won't find the cause of your terrible performance problem then ๐Ÿ˜„

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or check your arma folder if you have a profiling exe in there

nocturne obsidian
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There are profiling executables on the game folder! But may be the launcher is not using then.

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Thanks for the tip.

nocturne obsidian
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Some of my players, not all, will be using the profiling Arma 3 to try to capture a bug, and i created a button that run the code diag_captureFrame 1; but this will cause an error if a players not using profiling press the button. There is any way to check if the function diag_captureFrame is defined?

stark canyon
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productVersion select 4 returns "Profile" instead of "Stable" when on the profiling build, could probably use that.

nocturne obsidian
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@stark canyon thanks a lot. This will make it.

rotund depot
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Hello, is there currently available perf build 1.88? Can only find 1.88 for linux server on dropbox, cannot find 1.88 for windows client. Accessing through steam provides profiling but not perf build. Cheers.

empty goblet
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@rotund depot both profiling and performance builds are on steam branch, the performance is w/o the performance in filename (as default binary) plus also on dropbox

rotund depot
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@empty goblet thank you very much. I found it on your dropbox now ๐Ÿ˜ƒ

hallow yew
nocturne obsidian
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Using the profiling on a client i can get info about frame process time on screen, but since server dont have a interface, how can i get the same info server side?

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Normaly server runs with 30+ fps

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on this restart its runiing at 9 fps, so i believe something is wrong, and a profiling frame shot should be good to check what is causing that

whole cloud
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you can dump the profiling stuff to a file

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then copy paste it and open it on client

nocturne obsidian
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@whole cloud i got it. Thanks!

inland dew
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@empty goblet @whole cloud
I have tested client RAM consumption 1.90 vs. 1.88.
After 10 hrs of uninterrupted MP gameplay (no reconnect/restart + server restart for this purpose) I can say that now client RAM consumption is much lower.

16-17 GB vs. 22-23 GB + better server FPS for the same duration.

empty goblet
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and it shall not go crazy like 35GBs (seen that)

inland dew
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will have another test tomorrow to compare server FPS

whole cloud
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17GB is still not great. ^^
Especially thinking about the fact that linux server is limited to 3gb

inland dew
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@whole cloud it was not server RAM consumption, but client

whole cloud
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:U Poor clients. Though on client that's acceptable. Atleast since I upgraded from 16 to 24GB Ram ๐Ÿ˜„

inland dew
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@whole cloud 16-17 GB is a lot, but much less than 22-23 GB

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And only ArmA, Steam, Discord, MSI Afterburner and Skype were running

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@whole cloud u have 2 sticks of 4 GB and 2 of 8 GB?

whole cloud
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2x8 and another 2x4 of different brand

inland dew
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hope they are at the same latencies and speed.

whole cloud
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I guess bios forces them to that

inland dew
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And all of them single rank or dual rank, but not a mix of both

whole cloud
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Dunno. It works though.

inland dew
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omg

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loosing performance

whole cloud
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Didn't notice any worse performance

inland dew
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if you don't know how to overclock RAM, you should run your higher end sticks at speed and latencies of the lower end sticks

whole cloud
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I did overclock it. The frequency atleast not the latencies

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Before I had only two sticks at 1333. Now the 4 mixed sticks run at 1600

inland dew
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and if the voltage of the higher end sticks is higher than the voltage of lower end sticks, you should set the higher voltage, based on the one for your higher end sticks

whole cloud
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bios autodetected that. Had 0 problems whatsoever getting it to run.

chrome wadi
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I also run 2x8 + 2x4 different brand

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even different frequency (1866 auto-OC vs 1600)

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just means I have to run both at 1600, not like anyone will ever notice that little change

hallow lantern
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in games like arma the highest frequency, the better fps, always been

empty goblet
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1.90.145405 new PROFILING branch with PERFORMANCE binaries, v00, server and client, windows 32/64-bit, included linux 32-bit server

  • sync with 1.90.main branch

1.90.145416 new PROFILING branch with PERFORMANCE binaries, v01, server and client, windows 32/64-bit, included linux 32-bit server

  • fixed some issues with new caches

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3343475

whole cloud
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Thanks alot. Can now finally fix up my profiler. Aka you you gave me probably an hour of work

unique rose
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have caches been disabled?

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still getting session lost but this time there is zero cache file created
15:48:29 ArMaTeC uses modified data file
15:48:31 Player ArMaTeC disconnected.

whole cloud
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created on server or client? did you delete the old cache.ch first?

unique rose
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nither

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yes it was removed

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time to revert again

viral hatch
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arma 3 performance profiling build hangs at "loading core config" ? I have deleted the cache.ch in arma 3 folder

whole cloud
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might be that it's creating the cache. Give it like.. 5 minutes maybe

viral hatch
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i gave it 12 minutes ๐Ÿ˜ƒ but still nothing

empty goblet
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there will be new profiling sometime tomorrow (friday) to fix another issue (lost session)

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the cache is now generated at -profiles= directory into \DataCache\cache.ch

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@viral hatch check if it was generated

inland dew
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@limpid crane

hallow yew
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@unique rose on perfv01 cache.ch is in server profile folder

unique rose
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yep i see it there now

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still get session lost but i guess DW know about that

empty goblet
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yep, please wait for next one

viral hatch
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@empty goblet I forgot to mention that it was the client i was trying to run. arma3client_x64_performance_190_145405 works. arma3client_x64_performance_190_145416 hangs on loading core config

empty goblet
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weird

empty goblet
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1.90.145423 new PROFILING branch with PERFORMANCE binaries, v02, server and client, windows 32/64-bit, included linux 32-bit server

  • fixed more issues (e.g. session lost)

note:
for client since 145146 build the cache.ch now goes into
C:\Users\%windowsusername%\AppData\Local\Arma 3\DataCache\
unless defined -profiles= path

if defined then the cache.ch is now generated at -profiles= directory
into sub-folder \DataCache\

details : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3343661

ripe meadow
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Unfortunately, this solution didn't work for me either for the black screen after connecting issue. What I did is I updated my client branch via Steam to Profiling, then I've downloaded the linux server binary and uploaded it on my Debian dedicated server, then started it. Mods I'm running are:

  • CBA
  • Unsung 3.0 Fox

This is what I got in server's console (client's log didn't report anything significant either):

Setting breakpad minidump AppID = 107410
14:49:56 Game Port: 2312, Steam Query Port: 2313
2019/03/08, 14:49:56 Initializing Steam server - Game Port: 2312, Steam Query Port: 2313
Arma 3 Console version 1.90.145423 x86 : port 2312
14:49:56 Host identity created.
14:49:56 BattlEye Server: Ping detection currently not working, MaxPing command disabled
2019/03/08, 14:49:57 Connected to Steam servers
2019/03/08, 14:49:57 Statistics manager took 44 ms
2019/03/08, 14:49:57 Statistics manager took 20 ms
14:50:21 Adrian uses modified data file
2019/03/08, 14:50:21 Unsupported language English in stringtable
2019/03/08, 14:50:21 Unsupported language English in stringtable
14:50:21 Mission OperationSnake.RungSat read from bank.
2019/03/08, 14:50:22 Server: SetServerState to ASSIGNING ROLES
14:50:22 BattlEye Server: Player #0 Adrian (192.168.1.96:2304) connected
14:50:22 Player Adrian connecting.
2019/03/08, 14:50:22 BEServer: cannot find channel #1235642489, users.card=0
14:50:22 BattlEye Server: Connected to BE Master

Tried different missions, but can provide my OperationSnake.pbo or/and server.config, if needed.

empty goblet
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\datacache\cache.ch generated on both client / server ? no special characters in paths ?

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workaround: we found out that sometimes create cache.ch fails because of special character in windows username , use "-profiles=test" startup command-line to try run game

ripe meadow
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Correct. cache.ch was generated properly. No special characters in both paths. cache.ch is created at C:\Users\username\AppData\Local\Arma 3\DataCache

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However, I've noticed something:

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I start my server with following parameters: -port=2312 -nosound -config=unsung.config -cfg=unsung.cfg -name=unsung -world=empty -enableHT -cpucount=2 -exThreads=7 -maxmem=2048. Since the -name=unsung, it creates the server.armaprofile in ./.local/share/Arma 3 - Other Profiles/unsung, shouldn't the DataCache/cache.ch be created inside that directory? Currently, it's created at ./.local/share/Arma 3

empty goblet
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hmm, that's question i can answer you next week, please remind me via DM at monday @ripe meadow

ripe meadow
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Sounds good. Have a good rest over the weekend, man.

empty goblet
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oh, it's not me who has weekend ๐Ÿ˜‰

inland dew
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@ripe meadow I think that "-exThreads=7" is for 4 cores/threads, not 2

ripe meadow
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Let me actually check on my CPU

inland dew
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@ripe meadow as per Bohemia: Change to a number 0,1,3,5,7. This will override auto detection (which use 3 for dualcore and 7 for quadcore)

ripe meadow
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โžœ  ~ sudo lscpu
Architecture:          x86_64
CPU op-mode(s):        32-bit, 64-bit
Byte Order:            Little Endian
CPU(s):                4
On-line CPU(s) list:   0-3
Thread(s) per core:    1
Core(s) per socket:    4
Socket(s):             1
NUMA node(s):          1
Vendor ID:             GenuineIntel
CPU family:            6
Model:                 15
Model name:            Intel(R) Xeon(R) CPU           X3220  @ 2.40GHz
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Sound about right. I guess the value of 7 is correct.

inland dew
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yes, but this CPU has 4 cores

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then you should change to -cpucount=4

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not -cpucount=2

ripe meadow
#

oh, I see, thanks

#

So, it should be: -enableHT -cpucount=4 -exThreads=7 -maxmem=2048, right?

inland dew
#

remove "-enableHT", as this cpu doesn't support Hyper-Threading

#

has only 4 cores

#

really difficult to imagine running A3 server on a 2.4 GHz 4 cores CPU from 2007

ripe meadow
#

Hey, it's been running missions in that way that had 10 people from all across the world on a 20mbit internet. People reporting to have 50-60fps ๐Ÿ˜„ Latency was max 160ms for a guy from US.
I'm shocked too.

inland dew
#

it's about server FPS, not client only

ripe meadow
#

I know, htop wasn't complaining, no rubberbanding either, so I can say that for the price of the machine ($20) I'm extremely satisfied.

inland dew
#

20 $ lol )))

ripe meadow
#

See? Exaaactly! )))

unique rose
#

Deleted both server and client cache.ch files and still session lost

#

Reverting till monday

viral hatch
#

Also 190_145423_v02 is not working with reshade ect.

#

190_145416_v01 IS working with reshade

empty goblet
#

@viral hatch there is no diifference in those binaries

#

especiall if you rename it to arma3_x64.exe

viral hatch
#

Well my reshade will only hook up with 145.416. Not 145423 ๐Ÿ˜‰

empty goblet
#

security magic ๐Ÿ˜ƒ (j/k)

charred heart
#

Hi, sorry for the noob question but, what is the difference between profiling and performance binary?

whole cloud
#

performance is normal arma

#

profiling has additional engine profiling tools that you probably don't care about and don't want

charred heart
#

thx, well tried perf 190_145423_v02, cannot unlock vehicles in Exile mod and my rpt is huge

#

got spammed by this 22:58:37 Unit O Alpha 2-5:2 (0x90390180) - network ID 2:4393 22:58:37 - no person 22:58:37 Unit O Alpha 2-6:2 (0x8fff8100) - network ID 2:4467 22:58:37 - no person 22:58:37 Unit O Alpha 3-1:4 (0x9139c140) - network ID 2:4508

#

150000kb in size in less than half an hour server run time

#

usually is less than 10000 in 3h which is server restart time

charred heart
#

400000+kb in less than 2h with 190_145416_v01 64bit :/

heady parcel
#

Im running exile on perf 190_145423_v02, no issues...

#

might be something in your server config/over rides

charred heart
#

190_145405_x64 generated less than 10000kb rpt in 3h

still flare
#

I have 2 questions about the performance branch:

  1. Can clients connect to a server that is on the performance branch while themselves remaining on the mainstream branch?
  2. Will running the regular SteamCMD updater bring a (Linux) server that is on the performance branch back to the mainstream branch once the changes in the performance branch have been released as an official hotfix?
stark canyon
#
  1. yes, unless stated otherwise.
  2. yes, assuming ur steamcmd is using the main branch. even if perf changes arent on main, it will download the binaries for that branch if you dont have them when you verify the install.
still flare
#

Thanks, @stark canyon ๐Ÿค

empty goblet
#

@charred heart your spammy RPT is server-side log ?

charred heart
#

yes

charred heart
#

and it goes like that till line 4677500 when I shut down server

empty goblet
#

well it's strange considering such error log types exists even in previous builds

#

why it would all of sudden (for unrelated change) spammed with those 2 profiling builds

charred heart
#

beats me, but those two perf build are definitely not an option for me obviously lol

brittle hamlet
#

will there be a fix in the future for the rpt log spamming?

unique rose
#

after the 86mb update today i now get rpt spam from the HC with then it crashed so i had to remove the cache_lock then the HC still got spammed but eventually was able to get lock

16:04:25 Waiting for 'default\DataCache\cache_lock' to be available

#

scratch that it crashing

hallow yew
#

after the 86mb update today nothing here?

unique rose
#

and the server just crashed also

#

both crashed due to ErrorMessage: Too many virtual memory blocks requested

unique rose
#

anyone else getting the same?

unique rose
unique rose
#

this issue could be an issue my end looking into it now

empty goblet
#

there is v03 profiling 1.90.145440 for download which fixes some of bugs for the linux server but we will be going fast for v04 soon

#

1.90.145440 new PROFILING branch with PERFORMANCE binaries, v03, server and client, windows 32/64-bit, included linux 32-bit server

  • fixed more of server and linux server path issues

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3344539

whole cloud
#

New build is 145440. not 145405 that was perf v0

#

Dropbox has the correct one

still flare
#

Yes, I am reporting what is listed in the version 03 folder on Google Drive.

#

Thank you.

empty goblet
#

@still flare fixed

inland dew
#

.
After removing caching in 1.90, server FPS is kinda "better", because server FPS tries to return to 30/40+ FPS as soon as it is possible, like when more players leave the server or when less action happens.
vs. before 1.90
Where server FPS went down to 3 and stayed that way even if there were only few players left and almost nothing was happening.

BUT!

Now, despite server FPS being able to return to higher values (when conditions allow), as hours pass, server FPS tends to go lower and lower, meaning it hits 30/40+, but spends more and more time at lower values.
So it spends more time at sub 30, than several hours later at sub 20, and after some more hours even lower than 10

whole cloud
#

could profile it. But I don't think you'll get much useful info

whole cloud
#

windows or linux server?

inland dew
#

So, from 0-9 FPS it jumps back to 30/40+

#

but les frequently

#

and spends more time at these values

#

Windows

whole cloud
#

Or you could just go the manual diag_captureFrame route and see what comes out

inland dew
#

with restarts every 12 hrs with server almost full (30 players) 2-3 hrs after restart and till next restart on saturday/sunday, after ~6 hrs server FPS spends most time at sub 40, after ~10 hrs at sub 30/20

#

with restart every 24 hrs with server almost full (30 players) 2-3 hrs after restart and till next restart on saturday/sunday, after ~12-14 hrs server FPS spends most time at sub 20/10

#

@whole cloud it's a little bit complicated for my level of knowledge and I can't permit myself to experiment on our players, giving them the possibility to say that either server hardware/config or mission itself is shitty, because of these experiments with FPS logging/tracking.

whole cloud
#

Just don't think guessing around is that useful if you could just aswell also look what is actually slowing it down

inland dew
#

we switched from 3 restarts a day after 1.90 to 1 restart to see if removing caching has healed definitely server FPS for good and now we switched to 2 restarts a day

#

@whole cloud I'm willing to revert to 1 restart a day on a saturday/sunday to test it while running script profiler so we can (may be) find the cause and if it's ArmA, then "heal" it like witch caching removed

#

But first I need to understand how to use this script profiler

whole cloud
#

You just load it as a mod. And pass a start parameter to Arma to enable the engine profiling (needs Arma profiling binary in addition)
Then you have a UI application that connects to the server and displays the data live

#

Same data as diag_captureFrame gives you.
But every frame. And live.

inland dew
#

we have latest profiling on our server and me as well

#

so I have to make a screenshot of this live graph?

#

and you will be able to see what could be the cause?

whole cloud
#

you can also save the whole capture. And I can then load it

#

or you can look at it yourself. Should be easy to spot problems

inland dew
#

will ask somebody for help and once I have something, I will revert to you

#

I tend to think it could be ArmA related and not mission, as during the session all the same scripts/commands are executed. But first 4-5 hours server FPS is very very solid, even if server full directly from the start.

#

so FPS is much higher and more stable during first 4-5 hrs with directly 30 players vs. 8+ hrs with 15-20 players

empty goblet
#

v04 up

#

1.90.145451 new PROFILING branch with PERFORMANCE binaries, v04, server and client, windows 32/64-bit, included linux 32-bit server

  • fixed more of issues with paths vs special chars
  • improved logging to analyze errors ( needs new signed \Dta\languagecore_f.pbo )
  • fixed crashes (e.g. related to HUD)

attention: usage of 145451 client and server recommended , in case of issues send us the RPTs from both sides

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3344699

whole cloud
#

Would've been enough to do the logging in english only IMO ^^

empty goblet
#

it would not work w/o it even in english, empty string is still just that ๐Ÿ˜‰

inland dew
#

will test 04 with FPS unlock

#

have seen reports, that with FPS unlock server has more FPS

#

with lock 40 FPS and it should be also 40 after unlock

#

but it's more

whole cloud
#

Well makes sense yeah... With unlocked you can get 9000+ fps.
The lock is at 50fps

inland dew
#

but why it's higher?

#

I understand if you're already at 50 that it will give more, probably

#

but with 40, it should give you same 40

#

and not more

#

have seen 81

#

instead of 40

#

what is the reason behind server FPS cap by Bohemia?

inland dew
#

server initializes faster, mission downloads much faster, AI behaves very well

#

no need 1000 scripts for AI or heavy mods and super high skills - just give them good FPS to react quicker/behave better

#

more load on CPU cores and better load across cores

inland dew
tidal tapir
#

i would say the reason is that the bullets depend of the server FPS, that would logicly mean if u shoot someone with higher FPS more bullets shooting at him than some1 with lower FPS,

whole cloud
#

but why it's higher? it shouldn't be. It's literally just increasing the limit from 50fps to 9000fps and that's it. It doesn't do anything else performance wise

#

if you think you have generally higher fps with that. It's placebo.
Faster mission initialization, faster AI reactions and faster script execution (scheduled) is to be expected though. But that's all caused by higher fps

#

what is the reason behind server FPS cap by Bohemia? You don't always want to run on 100% CPU load and drain out everything else that runs on the server

#

just give them good FPS to react quicker/behave better Could also move them to a HC

#

i would say the reason is that the bullets depend of the server FPS no projectiles run clientside.
that would logicly mean if u shoot someone with higher FPS more bullets shooting at him not really no.
Shooting is also done clientside, not on server. Server fps doesn't matter there

viral hatch
#

Are the non x64 server exe also FPS unlocked?

whole cloud
#

FPS unlock is a community effort done by two (recently only one) guys. We only do what we need.
That's also why there is no Linux unlocked build because I don't have time to do it.

I don't see a reason anymore to use 32bit servers.

inland dew
#

@whole cloud we run 2 HCs )

inland dew
#

And we have all 12 threads for this only server

#

6 threads for server 2 for HC1 and 2 for HC2

#

HC1 for infantry and HC2 for armor/air

unique rose
#

would be nice to get the unlock as a built in server side option

hallow yew
#

Would be relatively easy to add a server startup param like -serverFPS=100 or similar and I agree

empty goblet
#

v05 inbound

whole cloud
#

heh ๐Ÿ˜

#

I should just make a mod for server fps unlocking.. Intercept here I come
Just add the start parameter myself

empty goblet
#

1.90.145454 new PROFILING branch with PERFORMANCE binaries, v05, server and client, windows 32/64-bit, included linux 32-bit server

  • more logging vs recent cache / signature issues
  • fixed more crashes
    attention: usage of 145454 client and server recommended , in case of issues send us the RPTs from both sides

details : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3344892

viral hatch
#

Well if anybody have the time to make a unlocked fps for 32bit you would be most welcome ๐Ÿ˜ƒ

empty goblet
#

another important note for recent profiling binaries,
use -servermod= for mods not available at client,
which are used only at server, for mods at both use -mod=

(this will become mandatory for stable main branch too)

spiral pond
#

eh what?

#

-servermod= to be used server only or what do you mean?

whole cloud
#

yes

#

I thought that was always mandatory

empty goblet
#

yes @spiral pond that was it's purpose since 2015

whole cloud
#

you misstyped @empty goblet use -servermod= for mods available at client,

empty goblet
#

gosh edit, lost the not, ty @whole cloud

unique rose
#

wow i told you first and no credit lol

#

where is my box a chocolates and flowers

spiral pond
#

tx

empty goblet
#

@unique rose you included way too much text before it so the parsing was slower ๐Ÿ˜‰

unique rose
#

lol

empty goblet
#

thanks again tho

empty goblet
#

in case anyone get crashes, collect crashdumps from 454 and get them to me, it's gunna be helpful

unique rose
#

The only thing im being told by my players is every 20-30mins they get a lockup with this line in the RPT
13:44:25 Reading cached action map data

#

only people on HDD by the way SSD's no issue

thin wyvern
#

@empty goblet With v05 we need to use/update languagecore_f.pbo from Dta folder too?

whole cloud
#

yes

empty goblet
#

yes @thin wyvern since v04

thin wyvern
#

Ok

hearty sierra
#

With the performance branch, I always have a crash when starting a mission on Tanoa (and only on Tanoa, irrespective of the location on the map). Anyone got similar problems ?

empty goblet
#

any perf v05 crashes ? dm me with dumps/rpt in 7z

charred heart
#

@hearty sierra I am using Tanoa, haven't experience any crashes so far

#

but with Exile mod

empty goblet
#

@hearty sierra any crashdump / logs from that 145454 vs Tanoa incident ?

hearty sierra
#

@empty goblet I'm not so sure about it being performance only. I had a very similar crash with the regular build now. I'm still investigating

empty goblet
#

well 145454 got several crash fixes in it compared to older builds

charred heart
#

HI, I am still getting huge rpts with 145454 v05 performance build, not every server restart but every few, rpt spammed with this: 9:44:12 Unit O Alpha 2-4:9 (0x89e500c0) - network ID 2:4271 9:44:12 - no person 9:44:12 Unit O Alpha 2-4:7 (0x8a30c180) - network ID 2:4257 9:44:12 - no person 9:44:12 Unit O Alpha 2-4:2 (0x916b80c0) - network ID 2:4222 9:44:12 - no person 9:44:12 Unit O Alpha 2-5:2 (0x931d0100) - network ID 2:4364

#

uploading rpts to drive (too big for pastebin), dont have client rpt, but have 2x hc rpt if that helps

#

also made a screenshot of the rpt sizes for comparison

#

link coming up in a few mins

empty goblet
#

1.90.145472 new PROFILING branch with PERFORMANCE binaries, v06, server and client, windows 32/64-bit, included linux 32-bit server

  • sync with 1.90.145471 hotfix 02

details : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3346349

empty goblet
#

1.90.145575 new PROFILING branch with PERFORMANCE binaries, v07, server and client, windows 32/64-bit, included linux 32-bit server

  • several improvements for administrating servers

details : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3350010

#
1.
new dedicated-server server.cfg setting:
kickTimeout[] = { {0,-1},{1,180},{2,180},{3,180}} ;

kick ID (type to determine from where the kick originated e.g. admin or votekick etc.)
// 0 - manual kick (vote kick, admin kick, bruteforce detection etc.)
// 1 - connectivity kick (ping, timeout, packetloss, desync)
// 2 - BattlEye kick
// 3 - harmless kick (wrong addons, steam timeout or checks, signatures, content etc.)

timeout =  in seconds how long until kicked player can return
 >0 seconds
 -1 until missionEnd
 -2 until serverRestart

2.
this is accompanied with new server.cfg event-handler `onUserKicked`
returned is [_uid of kicked player, kick type ID, reason as string]
see https://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting

3.
admin command #kick gets optional comment param (#kick id sometext)
admin command #ban gets optional comment param (#ban id sometext)

4.
ban.txt now writes into profiles dir (to avoid multi instance collision)

5.
new kick.txt with list of votekicked, admin kicked (console, serverCommand)
those are also same ones within kickTimeout thresholds
kick.txt now writes into profiles dir (to avoid multi instance collision)

6.
improved setting of allowedVoteCmds[] to add one value, which covers % per side

which covers % of votes per side
e.g. {"kick", true, true, 0.55, 0.55};
means kicked in case either 55% of all players
or 55% of players from his side (west, east, resistance, civilian)
voted to kick him
empty goblet
#

new build 145580 fixes some bugs with the 145575 features

empty goblet
#

1.90.145580 new PROFILING branch with PERFORMANCE binaries, v08, server and client, windows 32/64-bit, included linux 32-bit server

  • fixes for administrative features in previous build 1.90.145575

details : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3350148

#

there is known bug with some error relate to kick.txt and ban.txt , ignore it, will be fixed next , in worst case those files will not save in this build for now

empty goblet
#

1.90.145586 new PROFILING branch with PERFORMANCE binaries, v09, server and client, windows 32/64-bit, included linux 32-bit server+

  • fixes for administrative features in previous build 1.90.145580

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3350298

empty goblet
#

1.90.145599 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 32/64-bit, included linux 32-bit server+

    votingTimeOut = 60; //60 s for voting
    //alternative syntax : votingTimeOut[] = {60, 90}; // 5 seconds for ready, 10 for notReady
    roleTimeOut = 90; // 90 s for lobby
    //alternative syntax : roleTimeOut[] = {90, 120}; // 5 seconds for ready, 10 for notReady
    briefingTimeOut = 60; // 60 s for briefing
    //alternative syntax : briefingTimeOut[] = {60, 90}; // 5 seconds for ready, 10 for notReady
    debriefingTimeOut = 45; // 45 s for debriefing
    //alternative syntax : debriefingTimeOut[] = {45, 60}; // 5 seconds for ready, 10 for notReady
    lobbyIdleTimeout = 180; // (+5 seconds vs any of above)>defined value
    //no alternative syntax

    //Independent of set lobbyIdleTimeout in the config file, it will be at least
    //MAX(votingTimeout, lobbyTimeout, briefingTimeout, debriefingTimeout) + 5 seconds.
    //By default, this makes it 95 seconds of time for people in lobby or briefing screen 

details : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3351042

empty goblet
#

1.90.145620 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 32/64-bit, included linux 32-bit server

  • crash fixes
  • fixed waitUntil (performance regression)

details : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3351349

empty goblet
#

there were some questions about the recent #perf_prof_branch 1.90.145620 build fix of waitUntil
it fixes the situation when waitUntil statement returns nil, it got stuck on that and cluttered the script scheduler
now waitUntil is aborted and the error message is displayed to the user like some examples below:
Error Type Bool expected Bool
Error Type Any expected Bool
Error Type Nothing expected Bool
Error Type Obj expected Bool
etc.

unique rose
#

ooo thats gonna hurt alot of old mods

spiral pond
#

less "memory" leaks tho

unique rose
#

yer true but im finding issues with it still errors out
e.g.
private _timeout = time + 5;
waitUntil { (toLower(animationState player) isEqualTo toLower(clmod_Mainanimation)) || time > _timeout};

#

might be a race condition but will test and update

#

1559 hit over 742 files this gonna take some time lol

empty goblet
#

filenames should be fixed @unique rose

empty summit
#

oh boy, this idle kick by default is annoying

#

load a mission for too long, because it's big? kick

#

be a headless cleint? kick

whole cloud
#

IMO the defaults should be like it was before.

#

And people who want changes can configure them

empty summit
#

3 minutes slotting is considered a very fast one on organised games

#

as in, "we restarted and everybody knows their slot"

whole cloud
#

My units average is half an hour ๐Ÿ˜„

empty summit
#

indeed

whole cloud
#

Thanks for bringing it up. I put it on todo list for next server update. That would've F'ed us if we didn't know about it

unique rose
#

im confused
2:44:45 Error Type Bool, expected Bool
how can it be both error and expected bool

empty goblet
#

in short you still doing something wrong, the error message just isn't always precise enough

whole cloud
#

@unique rose it's a nil of type bool.
Yes. I find it confusing too. It should just say "Error Type Any, expected Bool"
It isn't a "Any" but still that error message while technically wrong, would be muuch more helpful
Or turn the nil logging into "Nil(bool)" instead of just "Bool"

unique rose
#

ok here is another strange one i check all vars are not nil before the waituntil yet it still errors
[code]
clmod_ResponceShopOwnersListStock = [];
waituntil{!(isnil "clmod_LocalPlayerName")};
["clmod_RequestShopOwnersListStockEventHandler", [clmod_LocalPlayerName, clmod_LocalPlayerName, time]] call CBA_fnc_serverEvent;
private _timeout = time;
waitUntil
{
(
count(clmod_ResponceShopOwnersListStock) >= 1 &&
((clmod_ResponceShopOwnersListStock#0) isEqualTo clmod_LocalPlayerName)
) || (time > (_timeout + 20))
};
if(!((clmod_ResponceShopOwnersListStock#0) isEqualTo clmod_LocalPlayerName))exitWith{};
if(time > (_timeout + 20))exitWith{};
[/code]

#

will keep trying to work out the correct usage as this is a show stopper for my whole mod

whole cloud
#

(clmod_ResponceShopOwnersListStock#0) returns nil

#

use lazy eval

unique rose
#

did not know you can do that in arma

#

i mean in terms of optimization

#

so this would be a better way todo it now?

_check1 =
{
(count(clmod_ResponceShopOwnersListStock) >= 1 && ((clmod_ResponceShopOwnersListStock#0) isEqualTo clmod_LocalPlayerName))
};
_check2 =
{
(time > (_this + 20))
};
waitUntil
{
call _check1 || (_timeout call _check2)
};

whole cloud
#

wat

#

lazy eval

#

Example 2

unique rose
#

doing the same thing as my code is it not?

whole cloud
#

Kinda

#

but your code is like atleast twice as expensive to do the same thing

unique rose
#

so basically code blocks are the way to go now ok

#

thank you dedmen

plain ivy
#

Will isNil or isNull checks still work in waitUntils and its just exiting if I am doing ex: waitUntil { Arma3PlayerDead }; but that variable is never initialized until the player dies?

#

But waitUntil { !isNil "Arma3PlayerDead" }; would work as its waiting until its declared to anything?

whole cloud
#

isNil would work yes

plain ivy
#

Oh so not as bad as I thought

#

Thanks @whole cloud

rapid cradle
scarlet dragon
#

anyone alive here?

#

dled the perf binarie can't find the tbb4malloc_bi.dll ? any suggestions

whole cloud
#

@scarlet dragon why do you want/need that anyway?

empty goblet
#

1.90.145640 is new profiling build, the crashes should be gone and admins aren't going to be idlekicked ๐Ÿ˜‰

scarlet dragon
#

@empty goblet thx I'm having terrible pauses that started about a month ago and have been trying to cure - did use the Perf. .exe but alas hasn't helped.

high wedge
#

Is the launcher supposed to launch the profiling branch? I have subscribed to prof build in steam, launcher is showing the 'profiling' green band at the edge of the launcher window, but it still launches the main build

whole cloud
#

In the past I heard of it launching performance build when the launcher displays profiling

#

also perf/prof for new update isn't even out yet

high wedge
#

Well I assume it downloaded the 1.92 profiling one and should have probably launched it since it has a generic .exe file name (without version)

#

Anyway, ended up setting up a .bat file...

whole cloud
#

you can right click and see the version in details

#

Dwarden didn't say that 1.92 prof is out yet. and it usually takes a day or two after release. And the release was only a few hours ago

#

Nothing on dropbox or google drive yet. no announcement as usual in discord or BIF. So I assume it's not out

high wedge
#

I don't understand, what am I running then :O
in game it says 'development build 1.92.145643', captureSlowFrame works, so it should be the prof build, right?

#

In my arma folder, there's arma3profiling_x64.exe, in file details it says 1.92.145.643

whole cloud
#

๐Ÿค” maybe it is out

#

but why no usual notification like always.

high wedge
#

Or I have performed time travelling... whichever is more probable

woven loom
#

also yeah profiling branch on steam uses performance binaries by default

empty goblet
#

yes, the 1.92.145643 is sync of 1.92.profiling branch with 1.92.main branch

empty goblet
#

ok, new profiling ready, more crash fixes, HC not being idlekicked and waituntil tweak fixes

empty goblet
#

1.92.145643 new PROFILING branch with PERFORMANCE binaries, v00, server and client, windows 32/64-bit, included linux 32-bit server

  • sync with 1.92.main branch

v01 skipped

1.92.145649 new PROFILING branch with PERFORMANCE binaries, v02, server and client, windows 32/64-bit, included linux 32-bit server

  • crash fixes (not included in 1.92.main yet)
  • no more headless-client kick due to idleTimeout
  • fixed waitUntil (performance regression) and many commands errors improved for this fix

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3353419

empty goblet
#

@rapid cradle i noticed you added some of the commands to https://community.bistudio.com/wiki/server.cfg thanks
now i need add some description for rest of the experimental settings like:
missionsToServerRestart,missionsToHardRestart, missionsToShutdown,autoSelectMission,randomMissionOrder

pearl wharf
#

how can i use profiling build on my mission with extDB 3 dll? When i tryed use that - extDB 3 doesn't working ๐Ÿ˜ฆ

#

is working only with editor? Or i can start host-server?

#

play button is not working ๐Ÿ˜ฆ

empty goblet
#

@pearl wharf profiling branch (performance binary is like main branch stable binary, profiling has debug layer (aka is slower a bit)) is just like normal binaries, just backup the main branch binary and replace

pearl wharf
#

@empty goblet understand, thank you! I have a problem with fps on my multiplayer mission, is possible to use profiling build to find problems and increase client fps on my mission?

whole cloud
#

find problems yes

#

increase fps not necessarily

empty goblet
#

in theory yes, if you have rogue waituntil scripts cluttering the scheduler ๐Ÿ˜ƒ aka no more in the profiling branch , performance binary

#

overally, nobody sane runs the main branch anymore ๐Ÿ˜‰ profiling/performance binary has several crashfixes, no idle kick on the headless client and moar FPS
(note: this is now brandname of my creator DLC) {obvious joke in case someone don't get it}

whole cloud
#

PDLC, performance/profiling DLC

pearl wharf
#

i have waitUntil in server build ๐Ÿ˜„ but when i delete them - getting +1 or +2 fps ๐Ÿ˜ฆ

pearl wharf
#

wow

#

is working

#

Dwarden, thank you a lot!!! You awesome ๐Ÿ˜ƒ

high wedge
#

waitUntil performance regression - what is that? Is it the same change that fixed the condition when code inside waitUntil returned nil?

pearl wharf
#

@high wedge waitUntil is cycle like ```sqf
while {true} do {
if () exitWith {/code after waitUntil/};
};

#

interest, if i use that: ```sqf
waitUntil {sleep 1; vehicle player isEqualTo player};

#

it will start once per second, but what with fps

high wedge
#

So with the new change scripts that sleep inside waituntil should load the scheduler less?

whole cloud
#

no

#

The waitUntil performance regression was that it was not exiting on nil

empty goblet
#

it got stuck in the script scheduler and was eating performance each frame

#

and the more such waituntil the worse ...

pearl wharf
#
while {true} do {
    sleep 1;
        if () exitWith {/*code after waitUntil*/};
 };
``` if i use that code is better for performance?
empty goblet
#

that's not scope of this channel nor profiling branch (performance binary)

pearl wharf
#

i'm sorry

empty goblet
#

as explained before that works only with profiling binary, not performance

pearl wharf
#

i getting records like evGet; 1.33225; 0.00001;

#

sorry for a lot questions, but can't understand how i can use that

#

ah, understand ๐Ÿ˜„

#

i downloaded wrong file ๐Ÿ˜ƒ

pearl wharf
#

use arma3client_performance_192_145649_v02.exe, but when use diag_captureSlowFrame got error

#
22:28:25 Error in expression <diag_captureSlowFrame ['total', 0.3]>
22:28:25   Error position: <['total', 0.3]>
22:28:25   Error ะŸะพั‚ะตั€ัะฝั‹ ;
whole cloud
#

performance != profiling

#

if you want profiling, then you shouldn't use performance

pearl wharf
#
1. Run a mission
2. Execute a scripted command diag_captureSlowFrame ['total',0.3] using any means (DevCon, mission radio trigger...)
whole cloud
#

Read again.

#

I linked a specific part of the page

empty goblet
#

@pearl wharf you need use exe with profiling in name, not performance

pearl wharf
#

thank you, and sorry for taking your time

empty goblet
#

profiling == debug layer similar to development branch diag binary (yet not on par, diag is non-mp)
performance == equivalent of normal stable binary from main branch

pearl wharf
#

as i understand ```
scrVM; 13.78263; 0.00219;"<spawn>
sleep (_this select 0);
call TFAR_fnc_HideHint;
:36"
// 13.78263 - time when start
// 0.00219 - time to script done

whole cloud
#

yes

pearl wharf
#

@whole cloud thank you!

pearl wharf
#

ah, today try'ed to start profiling build and get error

#
11:59:19 sessionID: e20a7989c54ce47d143f10c71ae0ed9c9aa049cc
11:59:36 ErrorMessage: Data file too short 'G:\Steam\SteamApps\common\Arma 3\tacops\addons\characters_f_tacops.ebo'. Expected -1931987240 B, got 6446126 B
11:59:36 Application terminated intentionally
ErrorMessage: Data file too short 'G:\Steam\SteamApps\common\Arma 3\tacops\addons\characters_f_tacops.ebo'. Expected -1931987240 B, got 6446126 B```
#

deleted file, downloaded again

#

but still don't starting game with profiling

empty goblet
#

did you re-verify the data integrity ?

pearl wharf
#

yes, checked files on steam

whole cloud
#

but didn't profiling work yesterday for you?

pearl wharf
#

yesterday it was working fine ๐Ÿ˜ฆ

#

ah, working for now ๐Ÿ˜ƒ

#

just downloaded new arma3client_profiling_192_145649_v02 version

empty goblet
#
#

no profiling this week, it's not ready yet

chrome wadi
#

@empty goblet does timeout value of 0 to disable timeout all-together work in current version already?

empty goblet
#

nope, that's coming

chrome wadi
#

ok, so 1e11 for now

#

ty

#

can we get it to be opt-in like every single person I saw on BIF wants though?

empty goblet
#

if you really want it longer than new defaults then you can always disable it

chrome wadi
#

well I can't yet ^^ and I don't want them at all, and at this point of the game, changing something like this as default is just a bad idea, it did a lot more bad than good, as you probably already found out

#

kickTimeout timeout 0 should work right?

#

wiki only says >0, -1, -2

empty goblet
#

@chrome wadi as i wrote in the forums kickTimeout is the timer which ticks after the kick happens

#

so if someone gets kicked for lobbyIdleTimeout or anything else e.g. signature timeout (aka accordingly to values set int each kickID type) , if you have there 1 it means he can't rejoin until after 1s expired

#

@chrome wadi also speaking of bad or good, as before - each time security, performance or similar tweaks were added, there was always someone against it cause he failed to understood why something was done

#

this isn't just some bonus setting, it addresses multiple problems at once

#

and yes, you can feel free to blame me it wasn't done in 2016

chrome wadi
#

is it explained anywhere how this improves security, performance or similar?

empty goblet
#

any crash cases of 145649 ? client, server, hc ? if yes, DM me those dumps and rpts (7zipped)

empty goblet
#

ok, testing new profiling 145681. so far good

empty goblet
#

1.92.145681ย new PROFILING branch with PERFORMANCE binaries, v03, server and client, windows 32/64-bit, includedย linux 32-bit server

  • crash fixes (not included in 1.92.main yet)
  • newย defaultย timeoutย values
    ย votingTimeOut = 600; // was 60 s for voting //vote phase to 10 minutes
    ย roleTimeOut = 900; // was 90 s for lobby //role selection phase to 15 minutes
    ย briefingTimeOut = 600; // was 60 s for briefing //pre-game briefing to to 10 minutes
    ย debriefingTimeOut = 600; // was 45 s for debriefing //post-mission briefing to 10 minutes
    ย lobbyIdleTimeout = 1500; // was 300s (+5 seconds vs any of above)>defined value //ย lobby idling to 25 minutes
  • lobbyIdleTimeout supports now value of 0 to turn off timeout kicks
    e.g. in server.cfg :ย LobbyIdleTimeout = 0;ย //disable lobbyIdleTimeout kick
  • fix for kickTimeoutย kick due onHackedData/onDifferentData/onUnsignedData where timer from kickID 0 was used instead of kickID 3
    +ย kickTimeout supports now value of 0 to disable kickย 
    e.g.ย inย server.cfg :ย kickTimeout[] = { {0,0},{1,0},{2,0},{3,0}} ; // disable kickTimeout for all four kickID types

note: no dedicated linux server binary atm. (logistical issues)

details : https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-192-performance-binary-feedback/?do=findComment&comment=3356367

#

@chrome wadi i hope you happy

#

just make sure you understand the first n timeouts leads to kick while the kicktimeout is timeout after the kick

chrome wadi
#

I perfectly understand that

#

yes happy for the now properly working 0, still unhappy that this is opt-out (default enabled)

#

and you really shouldn't hope I am happy, you should hope as many people as possible are happy

empty goblet
#

oh, you were just first to come to mind ๐Ÿ˜‰

chrome wadi
#

good!

#

back to my previous question, is it explained anywhere how this improves security, performance or similar (default enabled timeouts)? did I miss that somewhere?

empty goblet
#

anyone uses the 1.92.145681 binaries here? feedback ?

heady parcel
#

So far no issues

trim ether
#

Likewise, so far no issues

inland dew
#

no issues on all of our servers

inland dew
#

@empty goblet there is actually a problem.

We have no lobby in our mission (skipLobby = 1;) and after server restart, when we join, we wait in briefing for exactly 4 minutes with these settings:
roleTimeOut = 60;
briefingTimeOut = 60;
debriefingTimeOut = 30;
lobbyIdleTimeout = 300;

empty goblet
#

@inland dew and votingtimeout ?

inland dew
#

votingTimeOut = 15;
kickTimeout[] = { {0, 0}, {1, 0}, {2, 0}, {3, 0} };

#

if I understand correctly, votingTimeOut is what gives enough time for both of our HCs to connect

#

As we have no lobby, players don't have to select roles and we don't need briefing, can I then put just 1 seconde for roleTimeOut, briefingTimeOut, lobbyIdleTimeout?

empty goblet
#

@inland dew if you decrease the (vote,role,briefing,debriefing)timeouts to e.g. 5s , any change ?
then as next try disable via lobbyIdleTimeout=0; ?

#

also 1.92. 145681 ?

inland dew
#

v03

hallow yew
#

@inland dew If you run perfV03 try this in server config
lobbyIdleTimeout = 0; kickTimeout[] = {{0,0},{1,0},{2,0},{3,0}};

inland dew
#

what is considered as Idling?
is it if you don't choose any role at all or is it if you choose one, but don't press OK? or both?

whole cloud
#

not pressing ok

inland dew
#

good to know

#

so if we have such players, it slows down all the process of strating the mission, if lobbyIdleTimeout is greater than 0, by the time set in secs for it?

whole cloud
#

Yes, time in seconds

#

I've just set it to 9000

inland dew
#

2,5 hrs? wow

whole cloud
#

I just want it off

inland dew
#

so if no admin logged in, wait for 2,5 hrs for the mission to start?

#

may be set it to 0?

#

or is there something I don't understand about it?

whole cloud
#

There is always an admin there when a mission is supposed to start

#

0 doesn't work in stable arma yet afaik, so just setting a high value is the way to just disable it

inland dew
#

higher than what, to disable it?

whole cloud
#

High.

inland dew
#

on stable

whole cloud
#

not higher

#

can't disable

#

just set it so high that you don't care anymore

inland dew
#

oh, ok

#

we're on v03

#

with FPS unlock + cma malloc

whole cloud
#

cma? I thought cma was the worst of the allocators ๐Ÿค”

inland dew
#

why?

#

I never said this

whole cloud
#

I think I remember that from my last testing a year ago

#

Ah you mean just custom ๐Ÿ˜„

inland dew
#

our server is on a 3930k with AVX support only - no AVX2

#

so we use AVX cma

#

if only BI provided arma3serverFPSunlock_x64.exe as option in Arma 3 folder that one would need to rename to arma3server_x64.exe in order to use it instead of the locked one and also latest Intel mallocs as options to choose from in the launcher, with AVX and AVX2 support

#

I don't see any compatibility problems if it's an option and not default setting

empty goblet
#

erm @whole cloud @inland dew it can be disabled, that's what 145681 was about

whole cloud
#

But that's not on stable yet. I didn't push my server to latest prof
So I can't use that yet
That's why I said 0 doesn't work in stable arma yet afaik
I know it works in latest prof

empty goblet
#

but but we were discussing 145861 with @inland dew and also this is #perf_prof_branch channel ๐Ÿ˜‰

#

you like to confuse me ๐Ÿค•

woven loom
#

there's avx2 support?

whole cloud
#

no, not in the Arma included memory allocators

woven loom
#

ah, okay

trim ether
#

We are experiencing an issue with the latest perf build, I assume related to timeouts. If we launch a HC at the same time as players join the lobby, then it prevents players from getting past the map screen and into game. Timeouts are currently set as: disconnectTimeout = 90; lobbyIdleTimeout = 0; kickTimeout[] = {{0,0},{1,0},{2,0},{3,0}};

inland dew
#

@trim ether do you mean that when the mission is launched with HC, HC connecting at the same time as players?

trim ether
#

@inland dew The mission is launched with a HC, the players then connect, but when they push to the map screen, they are held indefinitely, despite hitting continue

fleet rose
#

For Mine i just set them all to this and it seems to work fine

votingTimeOut[] = {9999, 9999};
roleTimeOut[] = {9999,9999};
briefingTimeOut[] = {9999,9999};
debriefingTimeOut[] = {9999,9999};
lobbyIdleTimeout = 0;
``` edits for spelling and being dumb
#

i'll play around with new things that were added and see what happens

whole cloud
#

and no []

#

they are not arrays

#

And you wrote briefing wrong twice

fleet rose
whole cloud
#

The wiki says lobbyTimeOut doesn't exist.

trim ether
#

A little bit more testing, and the issue of being locked on the map screen if an HC is present only occurs if there is no admin online. So it does look as though the players are having to wait on the HCs

empty goblet
#

just fyi, 1.92.145690 profiling is on steam ... with fix for crash related to groups

#

@fleet rose the issue you experience is on 1.92.145681 or newer ?

fleet rose
#

i dont have an issue, does @trim ether
i believe the issue is the HCs stopping the clients from progressing past the map screen without an admin

empty goblet
#

ah so @trim ether the issue you experience is on 1.92.145681 or newer ?

trim ether
#

the latest perf build

#

192,145690

#

It's very repeatable, and appears independent of mods and mission

empty goblet
#

1.92.145690 new PROFILING branch with PERFORMANCE binaries, v04, server and client, windows 32/64-bit, included linux 32-bit server

  • more crash fixes (not included in 1.92.main yet)

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-192-performance-binary-feedback/?do=findComment&comment=3357712

#

@trim ether and exactly what server.cfg settings you use for any and all timeouts ?

#

is both HC and server 1.92.145690 ?

trim ether
#

@empty goblet the client, server and HC all run 1.92.145690

empty goblet
#

ok then share the exact settings

trim ether
#
lobbyIdleTimeout = 0;
kickTimeout[] = {{0,0},{1,0},{2,0},{3,0}};  
empty goblet
#

then it's most likely using those new defaults

#
trim ether
#

I've tried commenting out those settings and using the default, and the effect is the same

empty goblet
#

try decrease (voting,role,briefing,debriefing) to 1s if that doesn't do anything then please write A3FeedbaclTracler ticket with bug report and reproduction steps and send me URL to the ticket

trim ether
#

ok

#

So to confirm, try ? ```votingTimeOut = 1;
roleTimeOut = 1;
briefingTimeOut = 1;
debriefingTimeOut = 1;
lobbyIdleTimeout = 0;

#

@empty goblet tried the above settings and the effect is the same

empty goblet
trim ether
#

written

inland dew
#

@trim ether if you login it's normal that it works, because you override

#

if HCs connect after first player spawns, it means that the mission was already started for the player to be able to spawn

#

and if so, even if HCs join, the mission has already started without them and will run this way

#

they (HCs) will be there ofcourse, but will not be used

#

the only way for HCs to be used is be there before the mission switches to briefing (map)

#

reading your repro makes me believe that you don^t fully understand how HCs are supposed to be used, even if I'm also not a pro in this

trim ether
#

@inland dew We've been using HCs on our servers for 3+ years and this is the first time we've encountered this issue.

inland dew
#

we also have 2 HCs and they join once the server is up and running

trim ether
#

Are you saying that your HCs do not behave as HC's if they do not join at mission start ?

inland dew
#

same as players

#

just that if the mission is already started without HCs, everything will be done on the server itself. You can't hand over all the stuff meant to be done by HCs afterwards

trim ether
#

that depends on your HC migration s/w. Ours migrates at any point

inland dew
#

not possible in our implementation

trim ether
#

We're talking about too different issues. How units are migrated on to the HC is not relevant to players being locked on the map screen.

inland dew
#

we have to make sure they're there before mission start and if they disconnect during the mission, we have to restart, because when they reconnect back, they can't take back tasks assigned to them

trim ether
#

I suspect that the players, without elevated permissions of the admin, are waiting for the HCs to connect. But something in the recent timeout changes has meant they hang on the map screen.

inland dew
#

we have no issues for the mission to start, but after this patch it takes much longer than before to start

#

several minutes

#

but the mission starts

trim ether
#

even with a light weight mission that starts in maybe 5-10 seconds, now is hanging at 5 mins. I've not waited past that

#

As clearly something is wrong

inland dew
#

yes, it takes several minutes and before the patch it needed much less time to start, even with default settings, like 60, 90, 60, 45, 300

#

something is clearly wrong now

#

nothing changed in our mission recently

trim ether
#

the problem is consistent across all our servers, with different mods, and very different missions

inland dew
#

same for us, but vanilla

#

and if HCs disconnect for some reason and rejoin, are tasks switch to the server and then back to HCs?

#

would have been good to know it's possible

#

for us to make the same

trim ether
#

We wrote our own migration code. It monitors the number of HCs and distributes the groups accordingly. Arma handles the migration back to the server if a HC drops.

inland dew
#

and when it reconnects it handles the migration back to the HC?

trim ether
#

yep

#

but TBH our HCs do not drop connection. they're on the same box as the server

inland dew
#

we have 1 on same PC as the server and the other on on an other PC

empty goblet
#

expecting some feedback on 145690 so feel free to post below thru the weekend

hidden meteor
#

any tutorials on how to use performance profiling build?

whole cloud
#

Any specific question? How to install it? Or how to use the script commands?

inland dew
#

@trim ether try
votingTimeOut[] = {1, 1};
roleTimeOut[] = {15, 15};
briefingTimeOut[] = {1, 1};
debriefingTimeOut[] = {1, 1};
lobbyIdleTimeout = 30;

This way It finally worked for us to drastically reduce time (exactly to the time we set) before the mission starts!
vs.
votingTimeOut = 1;
roleTimeOut = 15;
briefingTimeOut = 1;
debriefingTimeOut = 1;
lobbyIdleTimeout = 30;
Which DIDN'T WORK AT ALL to influence the time it takes for the mission to start, whichever value was set anywhere!

#

if only one value is defined (like it was before the current patch), whichever values set don't influence anything at all.
if you set both values to the same, the last value for players not yet ready will be the same as the first one for players already ready

#

to avoid waiting for players connecting or those connected but not pressed OK

#

or downloading the mission

inland dew
#

@trim ether I think I know what could be your problem with mission not starting with HCs present on the server from the beginning (unless admin logged in)
Look if you have written TimeOut everywhere with 2x "t" at the end (TimeOutt) by misstake.
If yes, correct it to be TimeOut with only one "t" at the end and it should resolve your problem.
Have seen several servers where TimeOut(s) are written with 2x "t", which is wrong.

inland dew
#

@trim ether so if your problem will be solved as well as it is now solved for us, then there was no problems with server params, just us not having configured servers properly )))

empty goblet
#

ye the alternate syntax needs to be used to define both 'ready' and 'not-ready' intervals in such case like @inland dew server

trim ether
#

@inland dew thanks, but unfortunately we're using the combined timeout structure and there are no typos. I'll give you alternate syntax a try

inland dew
#

@trim ether please, let us know if it fixed your problem

trim ether
#

It'll be Sunday before I can try it, as I'm currently out of town

empty goblet
#

so it came to my attention that there is still bug in kickTimeout vs lobbyIdleTimeout and it keeps using the typeID 0 for the timer after kicked for idling ๐Ÿ˜ฆ

empty goblet
#

1.92.145735ย new PROFILING branch with PERFORMANCE binaries, v06, server and client, windows 32/64-bit,ย includedย linux 32-bit server

  • more crash fixesย (not included in 1.92.main yet)
    +ย lobbyIdleTimeout kicks now registered as kickTimeout's type 1 issue,ย rather than type 0
    +ย Added "#exec clearkicks" and "#exec unkick" commands for server admins

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-192-performance-binary-feedback/?do=findComment&comment=3360678

sleek temple
#

Quick question when i opt in for the performance profiling build in my steam libary it says Arma 3 (Profiling) when i launch the game though through the launcher it says profiling in green at the top left but when i click play in the launcher it keeps launching the arma3_x64.exe not the arma3profiling_x64.exe ? is that normal or am i meant to set something up specifically in the launcher @empty goblet

empty goblet
#

the performance binary is the default binary

#

unless you need to debug or profile something you don't need the profiling

daring bolt
#

What's an average delay before new executable files get approved by BattlEye? Was doing some profiling on prof4 w/ BE and it was ok, but now it just blocks profiling arma_x64.exe from starting up :c
(Yeah, it's kinda useless to have BE on profiling branch, but it's very comfortable to stay on server and keep an eye on server FPS while debugging things, and capture needed frames on the fly)
Also, some offtopic: what's mtPmj? It takes 35.47658ms to execute (with 35.370 lock wait) on high amount of players (in parWorldSimulate_plus_Sound)

empty goblet
#

@daring bolt profiling branch is MP compatible with main branch, hence BE isn't useless

daring bolt
#

Yeah, you're right, just saying that it doesn't matter when you're on profiling executable client-side and debugging server side (coz, obviously, you can't pull data right from the server). Well, nvm about this statement (it wasn't about whole branch, just for me), other questions are much more interesting

spiral pond
#

tryt to PM Dedmen (โˆฉ๏ฝ€-ยด)โŠƒโ”โ˜†๏พŸ.*๏ฝฅ๏ฝก๏พŸ /(O_O)/#0689

whole cloud
#

What's an average delay before new executable files get approved by BattlEye? zero.
but now it just blocks profiling arma_x64.exe from starting up BE somethimes randomly acts up and blocks everything.
what's mtPmj? mt -> multithreading. (with 35.370 lock wait) tells me it's waiting on a lock/mutex. Look at the other threads. There is probably a task running in another thread. and the "lock wait" is just waiting for that task to complete.

empty goblet
#

WARNING:ย  this is HIGHLY experimental build
may break scripting which depends on createVehicleLocal (which could be insafe for multiplayer)
please update your scripting accordingly (either to use createSimpleObject or CreateVehicle for correct multiplayer global sync)

1.92.145742ย new PROFILING branch with PERFORMANCE binaries, v07, server and client, windows 32/64-bit,ย includedย linux 32-bit server

  • more crash fixesย (not included in 1.92.main yet)
  • scripting command createVehicleLocal was restricted in multiplayerย 
    enter-able vehicles, shots, explosions and similar are no longer possible to spawnย 
    (the legacy behavior can be turned on via "unsafeCVL=1;" in the description.ext or server's config)
  • new optional parameter added to scripting command createSimpleObject
    createSimpleObject [par1, par2. local]; // as bool, to enable local only effect

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-192-performance-binary-feedback/?do=findComment&comment=3361079

note: this is manual download only, not available on steam branch until some adopting/fixing/testing ...
note: it needs both client and server for the changes to have effect (the part affects local part not remote)

trim ether
#

Am I missing something here, or is this not going to break a huge number of mods. e.g. ACE is riddled with createVehicleLocal to implement all the particle systems, shrapnel, etc ?

whole cloud
#

Only vehicles,shots and explosions.
But I'm quite sure that yes, that affects ACE in some way due to it being opt-out instead of opt-in.

trim ether
#

Does shots include "ammo" ?

whole cloud
#

shots are ammo yes

trim ether
#

I'm not sure what is the driver here behind the change, but from a modding perspective this is going to cause a huge amount of work. I know we (3CB) have used this extensively.

whole cloud
#

It stops some methods that cheater on big public servers are using.
My and the ACE/CBA teams opinion is that this should be opt-in, instead of opt-out.
The majority of servers, especially private ones simply don't care and would rather play with non-broken mods

trim ether
#

Exactly. I agree entirely, it should be opt-in. This is going to break so many scripts in MP. I just did a quick grep and a back of the envelope calculation. I'd anticipate the 3CB mods will be offline for a good 3 months to fix all the issues

#

Whomever is responsible for making this decision, I suggest you first poll the mod makers.

empty goblet
#

there are more reasons than security, this will also improve performance of mp

trim ether
#

But no mater how good the improvements, they're irrelevant if people have to disable them to get their mods to work.

empty goblet
#

@trim ether that's why they shall update the scripting to use the safe and more performance friendly methods

#

the legacy feture is there only if they can't hence unsafe

#

giving you option if you want to risk cheaters on the servers

trim ether
#

But that will take months, and all the way through the process we'll be inundated with help requests .... the mod is broken

empty goblet
#

more secure mp, less mess floating via netcode, benefits of less sync, freed performance, less rpt spam ..

#

hence why it's likely this change will not go live with 1.94 but 1.96

trim ether
#

Also is there a 1:1 replacement for functionality. From my understanding, simple objects are just that, simple. So they have no simulation.

empty goblet
#

see, it's unfortunate this change didn't happen 5 years ago, but it's better to have it now than never

trim ether
#

I think that depends on your perspective ๐Ÿ˜‰

#

Take for example shrapnel. Currently that is implemented on each client using createVehicleLocal, so as to reduce net code

#

If createSimpleObject does not allow simulation, then shrapnel would then have to be implemented with createVehicle

empty goblet
#

and with legacy unsafe CVL you could create invisible objects and subset assets killing anyone w/o being traced, also creating other various sync issues w/o being seen

trim ether
#

I appreciate this is niche, but its very important for the milsim community

empty goblet
#

also your localshrapnel wasn't exactly local but that's yet another story

trim ether
#

ah ...

#

so is there a local only version, after the change, that does have simulation switched on ?

silent nest
#

?
You mean createVehicle/createSimpleObject?

trim ether
#

Is there a version of createSimpleObject that will behave like createVehicleLocal, after the update. As in, objects can be created locally that have simulation and can apply damage?

silent nest
#

createVehicle

#

but those Vehicles can be seen by everyone

trim ether
#

Yes I know. I'm talking about vehicles that only exist on the clients PC. e.g. when you create shrapnel, you create vehicles (well ammo) locally. so it does not need to go over the net

silent nest
#

no idea what you mean

#

ammo != vehicle

#

Gimme an example pls

trim ether
#

From ACE shrapnel private _fragment = (selectRandomWeighted WEIGHTED_SIZE) createVehicleLocal [0,0,10000];

#

A bullet is created locally and effects only the local player

silent nest
#

oO wus dis?

silent nest
#

Ah, optical Effect

#

@empty goblet what's the limit of the new CVL after the patch?

#

Or lemme rephrase that: What is blocked to spawn in with CVL?

nocturne obsidian
#

what is shrapnel config?

empty goblet
#

^ @trim ether ye that's good q which needs answer

trim ether
#

@empty goblet thanks

whole cloud
#

@empty goblet on topic of CVL. The CVL wiki page itself says "To disable local vehicle creation, use CfgDisabledCommands to blacklist this command" is that not enough already?

empty goblet
#

nope because that's not sorting it for all the servers which aren't using it

cold vale
#

@empty goblet This change will make it so that anyone using popular mods like ACE3 will have to add unsafeCVL = 1; to their server config or missions which just negates all the "security" gained by this change, and if given the choice (if an addon can change it) I feel ACE3/CBA would add unsafeCVL = 1; to their mods as well. I don't believe the current use of CVL is able to be replicated with createSimpleObject local and I don't see how to solve that without some sort of allowCVL = 1; config param you can put on the CfgAmmo/CfgVehicles classes.

empty goblet
#

@cold vale you can also add it to addon config

trim ether
#

Iโ€™m struggling to understand the logic of this one. Given that there is both a perf and security issue with this command, and that its currently widely used in many mods.

Options A: Disable the command and have server admins opt-in to reenable.
Admins that understand will make a decision whether to opt in or out and realise the implication of broken mods, vs perf / security. Ultimately dropping mods if security / perf is a priority
Admins that donโ€™t understand will have perf and security but a lot of broken mods, with know idea why.

Option B: Server admins have to opt-in to disable the command.
Admins that understand will make a decision whether to opt in or out and realise the implication of broken mods, vs perf / security. Ultimately dropping mods if security / perf is a priority (as above)
Admins that donโ€™t understand will now have a security issue, which might not even be an issue, but servers that work.

I really donโ€™t understand the advantages of A over B, as it ultimately penalises the average server admin / group who even now struggle for reliability

whole cloud
#

Lets be honest here.
The people that need the security and network perf improvement are already capable administrators who keep up-to-date with the latest Arma news and know how to manage a server. And there are few of them.
On the other hand you have the people that don't care about security/perf at all and don't have a need for it, but suddenly get tons of their mods broken for no apparent reason, and are uable to fix it by themselves. They also don't keep up-to-date with the latest Arma news, and there are thousands of these.

Doesn't really make sense. Same as with the kickTimeout stuff. But feels like trying to give feedback about that is like talking to a brick wall.
Yes it's stupid to build a wall on the middle of the street so that pedestrians can don't get that much car noise when they walk along. But there are a dozen pedestrians on that road, and hundreds of cars.

trim ether
#

you can also add it to addon config so are you saying that if ACE added it to their config (as an example), then it would enable the command on the server. thereby removing all benefits of the fix in the first place ?

silent nest
#

That would be a mess.

#

So Serverowner would have to kickout those stuff, if they don't want to keep CVL on, until the Modder builds (patches) it up.

whole cloud
#

Yeah let me just quickly kick out the mods that I've been playing with for over 5 years non-stop because they use CVL ๐Ÿ˜„

silent nest
#

:rolleyes:

cold vale
#

How will this behave when running a local MP server for playing with friends? I don't think anyone at that knowledge level is going to understand the issue and will just generate bug reports for whatever mods they are using with "grenade fragmentation doesn't work when hosting local server" or some shit. I'm sure the larger mods would add unsafeCVL to their addon config just so they don't have to deal with that bullshit.

silent nest
#

Wich defeats the purpose why it was disabled/patched

cold vale
#

Which is why its better for the setting to default as unsafeCVL= 1; and force the public servers to disable it, would solve at least the portion that force ACE3's or etc's hand on this.

#

And that still doesn't solve the problem of what if you want to disable CVL but run stuff like ACE3? Feels like they need to add a config param that can be set on ammo/vehicles to allow creating them with CVL even while its been disabled.

silent nest
#

Mods need to update

#

BUT

#

for some it stays broken (looks like the code from above will be one)

#

CreateSimpleObject with an Extra Param is nice to have, but it lacks an alternative for those stuff too, without the usual Scripting solutions/workarounds (wich borks up the traffic/netcode even more)

nocturne obsidian
#

thereby removing all benefits of the fix in the first place
there is no fix. It prevents common forms of griefing and cheating by restricting what you can spawn

#

Anyone tried it? It wasnt added to dev

empty goblet
#

that's why we discussing it here, it's on the manual download profiling branch binaries

#

CSO local solved specific usage cases concerns

#

now there is another usage case of the CVL for local ... the question how sort it in effective and safe way

silent nest
#

if got a weapon -> don't spawn
If local and you try to get in -> deny
?

#

something like that

empty goblet
#

> what is shrapnel config? was there answer yet to this ?

silent nest
#

#define WEIGHTED_SIZE [QGVAR(spall_small), 4, QGVAR(spall_medium), 3, QGVAR(spall_large), 2, QGVAR(spall_huge), 1]
I love macros...

empty goblet
#

anything local can end as problem, CVL vehicle, getin, run over people, or fire from, kill people, in mp, cvl munition, submunition gets global, shockwave, fragments, etc.

#

any sub-set effects becoming global is just portion of the CVL issues

nocturne obsidian
#

something like that
you should not be able to spawn static weapons or vehicles you can enter, which should cover pretty much all vehicles with weapons

silent nest
#

Thats why -> Check if Veh is CVlocal spawned. If so -> Don't let him in.

For the rest what Dwarden meant.. oh boy... no idea

nocturne obsidian
#

This is such a terrible for a game that has already moved clearly into end of life maintenance at this point. It disrupts a huge amount of mods and game modes and will simply be disabled. If this becomes required you'll definitely get complaints in large numbers. The development of the game is done, fix bugs we have not problems we don't.

empty goblet
#

and that's just top of the scary iceberg

silent nest
#

Yeah, i can imagine

empty goblet
#

@nocturne obsidian with that logic the development could stop around 1.0

silent nest
#

But i agree with this part -> It disrupts a huge amount of mods and game modes and will simply be disabled.

#

( *enabled in this case)

cold vale
nocturne obsidian
#

This is simply too disruptive and ought to be opt in. Breaking the game and most of the popular mods by default is simply not OK.

inland dew
#

Better later than never

#

imporved security and performance are always good to have

#

like Dwarden said, it's unfortunate that this wasn't done like 5 years ago, but it's for good purpose

#

anyways, if you check BattleMetrics, there are more than 5k servers and 4,7k of them are always empty, simply because clones of already existing and popular/well known game regimes, that are in top 100 and have their community and there is no reason for players to switch to other servers with same missions, just different prices, respawn places, different mission intors or boards with pictures/rules on respawn.

#

there are also a lot of trash mods and repacks of rerpacks that are not supported anymore and by doing so there will be even less of them

#

popular mods/missions will for sure be updated sooner or later

quaint terrace
#

Not if there's no alternative to the functionality being lost, like the spalling for example

inland dew
#

what's this?

empty goblet
#

actually 5y ago i asked for the comaned to be nuked fully ๐Ÿ˜ƒ

#

i just found that ticket

#

is way too ahead in predicting disasters ...

silent nest
#

The command itself is nice, just the implementation sucks (like sending over data wich it shouldn't)

#

If it would be real local, then it would be as it is now: Very usefull

cold vale
#

Basically when running ACE fragmentation, grenades and etc that explode trigger a script that does some math shit and eventually uses CVL to create custom fragmentation spalls that are basically small bullets that shoot out from the explosion point. Doing this with createVehicle would mean creating a ton of global objects that don't really need to be networked.

inland dew
#

it's unfortunate to see dozens of invade & annexe, domination, exile and life servers, which split already very small amount of players across these different servers with basically the same missions and thus you see half empty or even more empty servers than having less servers with same missions but where players concentrate.

silent nest
#

CVL has also send it over the net, or did i missunderstood that, Dwarden?

empty goblet
#

the real failure of the command is it fails to set local flag for all children objects and effects (and w/e else)

#

point of CVL was to be local

#

sending over net defy the purpose and makes it global

#

or in that case the command was even worse designed than i though and the nuke it ticket was right

#

like if if no solution is found or timewise feasible , it will end more likely with the unsafeCVL being opt-in not opt-out

#

but that's sort of bad cause majority of public servers ends again with the unsafe state

silent nest
#

Yeah

quaint terrace
#

I personally would very much appreciate that approach, because's there's hundreds of thousands of people with these mods that will be effect also

empty goblet
#

mumbles something about gazillion bumerangs of bad (insecure) design coming back to get you, always , in the future

#

anyway this is reason i do profiling and have discussion with you , to find bugs and problems

#

the lobbyIdleTimeout was bit bigger headache cause there were too many edge cases to find

#

also there is sort of misundestanding on those timeout values, they were always there , just not exposed to configurable

#

and kicktimeout is just what start to count (prevent too fast return) after the kicks happen due to the timeouts like lobbyidletimeout

flat current
#

I'll chime in, in case you're keeping track, with the people who don't want a game - that relies heavily on modders - where you just decide to break something to fix an issue that is only there for a small subset of servers (as Dedmen pointed out above). Give them something to add on to secure their servers if they want it, but leave the rest - the vast majority - of us alone.

median cipher
#

Dwarden, you mentioned earlier that we'll be able add the unsafe CVL change to "addon config"s - is that on a per-vehicle basis within CfgVehicles/CfgAmmo? Would it be possible for BI to add something like a CfgSecurity global settings root config class that would have keys like disableCVLsafety so that people can more easily disable the new CVL security features across all vehicles/ammo/etc in the local MP/singleplayer environment? That would make it significantly easier for those using ACE/other internal modsets to apply uniform behavior of their mods regardless of whether their users are on a dedicated server or not. It could also potentially be a nice place to store other security val overrides?

If we want uniform (disabled) behavior in local MP and SP (putting dedicated aside, where we can set it via server config), as I understand the new system thus far, we'd either have to ensure a config value exists in the description.ext of every one of our missions, or ensure a config value override exists in every single CfgVehicles and CfgAmmo entry in the game (and in our modset). This would take a lot of effort to set up and maintain and isn't ideal.

empty goblet
#

frost this is fixing all servers, unless you run the tight knit where you can put hand into fire for anyone involved in the session

#

but if you pay attention i said if no acceptable solution for the other CVL use cases is found similar to CSO local then more likely it become optin instead of optout

median cipher
#

Just to make sure I understand your latest comment, you're saying that if we can't determine a solution with CreateSimpleObjectLocal that reaches feature-parity with CreateVehicleLocal, then BI will make the new security change an opt-in rather than an opt-out change?

empty goblet
#

no , i said if we can't find solution to the CVL usage case (e.g. like ace3 with the fragments projectiles), in similar way as CSO local was added to sort CVL usage cases for just e.g. showcase of object to be placed

#

then more likely it will be flipped from opt-out to opt-in

median cipher
#

I'm sorry, I don't understand what you mean D=

empty goblet
#

mumbles something and reverts all into alpha build

median cipher
#

lol

cold vale
#

@empty goblet What does "addon config" mean, where in a config would you place unsafeCVL? The main configFile root class or what?

spiral pond
#
  1. just to send a "flag" over net when CVL is used and allow logging/kicking is not good enough?
  2. if so, server.cfg opt-in (to do so via mission desc.ext sounds problematic; neither seems config definition like a good idea)
  3. what functionality is currently lost and not regained by CSO local?
  4. what mods and missions would really be affected? (ACE, CBA, all popular mods and missions would be updated quickly if (simple) feature parity can be achieved)
whole cloud
#

"> what is shrapnel config?" was there answer yet to this ?
No idea what you meant with "shrapnel config" did you mean what type these shrapnels are? CfgAmmo, projectiles, no submunitions.

there are more than 5k servers and 4,7k of them are always empty
Yes.
simply because clones of already existing and popular/well known game regimes
Well, and all the private communities that play once or twice per week and are not a big public server.

unless you run the tight knit where you can put hand into fire for anyone involved in the session
That applies to most private or even semi-public milsim communities, many are already playing without battleye because it breaks too much stuff. They don't care about the insecurity of CVL.

what functionality is currently lost and not regained by CSO local?
anything that's simulated, mainly projectiles, Creating game logics, (I think particlesouce/lightpoint was said to still work? I hope so otherwise that's also a problem), dummy objects (ACE needs to spawn things to create dummy interaction points, you can't interact with simpleObjects)
No idea what use cases 3CB has.

trim ether
#

3CB use cases are shrapnel, placement of object's safely in a busy environment (e.g.. containers), flares, airburst, plus other

#

Currently there is no 1:1 parity between CVL and CSO for any of these use cases

inland dew
#

what is the difference between CreateVehicle (not local) and CreateSimpleObject?
I think some missions are already using CreateVehicle, like Koing of the Hill

#

isn't CreateVehicle kinda same as CreateVehicleLocal, but just more secure? Ok, more traffic. But apart of this?

trim ether
#

They're fundamentally different in their use cases. If you look at shrapnel as an example, CVL allows the creation of objects (bullets) local to the player near the explosion with little or no net overhead. Having said that, Dwarden indicated last night that it might not be as overhead free as we are lead to believe.

whole cloud
#

"isn't CreateVehicle same as CreateVehicle" huh?

inland dew
#

corrected the sentence

whole cloud
#

The difference is that one is local, and the other is global.
One only spawns the vehicle locally, the other spawns the vehicle globally and visible for everyone

#

"what is the difference between CreateVehicle (not local) and CreateSimpleObject?"
Simple objects aren't simulated (gravity, physics, receiving damage, animations)

inland dew
#

then it's useless

#

for the most part

whole cloud
#

well if you want a simulated object now

#

you have to create it globally, and make it invisible everywhere besides your own machine.

#

That's just a huge waste of resources

#

And not wasting resources is the main reason why people use createVehicleLocal

inland dew
#

exactly

trim ether
#

You also have the net latency to worry about.

#

We use CVL on the server to find a safe place for objects, prior to adding them globally. Doing it globally in a large MP environment is just too problematic due to the latency

inland dew
#

our Evolution server is vanilla and if I understand correctly, when somebody buys a vehicle or recruit an AI, in the future we will have to use CreateVehicle (not local) instead of CreateVehicleLocal?

whole cloud
#

yes.

#

If everyone is supposed to see it, it has to be global

#

but for example when buying a vehicle, and you get a vehicle preview of how the vec looks before you buy, that should be local only and not global

inland dew
#

yes, of course everybody has to see the vehicle of the player or the AI he has under his commands

#

yes, we also have a preview of the player's appearance when he buys uniform, vest, weapon, attachments and also a preview of vehicle, because of different colour options, camo nets, slate armor

#

the other question is, isn't it same (in our case), that when a player buys a vehicle or AI locally, it has to be broadcasted to all the other players anyways (like CreateVehicle), so in this case there is no difference in resources between CVL and CV? just more secure?

trim ether
#

I assume so yes, although I'm not clear on your exact use case.

inland dew
#

what do you mean your're not sure?

#

players have the possibility to buy vehicles and recruit AI

#

so I assume that for this purpose we will have to use CV instead of CVL, in the future

merry shuttle
#

You can use createSimpleObject for that preview with a new third local parameter

inland dew
#

so if now AI and vehicles players buy locally have to be broadcasted to all the other players anyways, then using CV isn't affecting our vanilla server much if at all. Just need to rewrite the mission.

merry shuttle
#

Though it doesn't work for units, createSimpleObject that is

inland dew
#

using CV instead of CVL is a solution for duping bags or it doesn't help?

trim ether
#

I mean, I do not understand how your preview works. I've never played a version of arma where the player is given options to buy items and previews them

inland dew
#

it would have been very nice if one already has a bag on the back and if you approach another one, there is no more button to take it, so one can't dup it

#

can't tell you, because I'm not the person who writes our mission

#

I only look what we need in our mission, why, how it should work and look + admin/our mission community manager

#

so right now I'm trying to evaluate the amount of work/time we will have to put in rewriting the mission

empty goblet
#

so the decision was made that unsafeCVL will be ON by default

#

this doesn't mean we will not try improve or optimize the safeCVL somewhat more closer to what was unsafeCVL while trying to be safe

#

also the changes in default of variousTimeouts and lobbyIdleKick will be reverted but ofcourse all the options to set them stay

#

in meantime we fixed some other edge cases on the timeoutes vs headless clients

whole cloud
#

Thanks ๐Ÿ™
unsafeCVL can then be turned off in server.cfg?

trim ether
#

Thanks

empty goblet
#

ye, the setting stay, but instead unsafeCVL=0 being default, it will be unsafeCVL=1

hexed verge
#

Imo good change agooglethumbsup

silent nest
#

๐Ÿ‘

empty goblet
#

so LobbyIdleTimeout=0 will be default (turned off)

whole cloud
#

That's good then.
To making safeCVL better, #particlsource and #lightpoint definitely need to be allowed.
Besides that it would be awesome if you could spawn vehicles with it, but that you can't get into, I think forcing "enableSimulation false" on spawned vehicle would be good enough for most things. Only applys to CfgVehicles ofc.
For ammo, could disallow anything with submunition but leave the rest?

silent nest
#

Dwarden, another Q:
Will Addons be able to override the Server/Mission Setting?

empty goblet
#

@whole cloud afaik particlesource and lightpoint should be allows for safeCVL

#

but like i said, it needs testing and feedback

whole cloud
#

As long as it's opt-in, I don't think addon makers care much if they can enforce unsafeCVL. If the server owner delibaritely set it to block CVL, then he shouldn't be suprised that some mods might break

quaint terrace
#

Thanks, much appreciated!

silent nest
#

Great, but that didn't answer my question, Dedmen.

empty goblet
#

priority order : mission's description.ext -> campaign's description.ext -> global settings (config) -> server config

#

it's same as disableChannels for text/VON

silent nest
#

rgr

empty goblet
#

this leaves only the bug with no debriefing screen after missionsToServerRestart,missionsToServerShutdown ... to be fixed , from this related batch to 'timeouts and such'

empty goblet
#

1.92.145755ย new PROFILING branch with PERFORMANCE binaries, v08, server and client, windows 32/64-bit, not includedย linux 32-bit server

  • more crash fixesย (not included in 1.92.main yet)
  • Fixed: Headless clients are no longer taken into account when voting norย when switching server states
    +ย Default values for timeout changed back to original values before lobbyIdleTimeout introduced:
votingTimeOut=60;
roleTimeOut=90;
briefingTimeOut=60;
debriefingTimeOut=45;ย 
lobbyIdleTimeout=0; //turned off by default

note: all the fixes are still in place and server.cfg settings are still available
+ย unsafeCVL turned ON by default e.g. unsafeCVL=1; //legacy mode active
(this is inย reverseย ย compared to 1.92.145742)

note: no linux server yet (next week)

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-192-performance-binary-feedback/?do=findComment&comment=3361307

#

and now, nearly everyone shall be happy, for short moment ๐Ÿ˜Œ

inland dew
#

Dwarden, so this build solves the problem that @trim ether has/had with HC(s) connecting to the server at the same time as players and all were stuck in the briefing and they had to connect HC(s) once the mission already started?

empty goblet
#

it should

inland dew
#

and what about CV? it's still examined for implementation for later?

fickle geyser
#

for short moment

whole cloud
#

"it's still examined for implementation for later" what? what about CV?

steep stone
#

so will this stop skiddies from spawning smokenades everywhere to kill servers?

#

although that one time it was hella funny, kinda annoying that it killed the server.

whole cloud
#

no

#

smokegrenades are global

#

This will stop them from spawning smoke grenades locally to kill themselves ๐Ÿ˜„

empty goblet
#

anyway there seems to be bug in safeCVL so it's not working properly, yet

inland dew
#

So new perf should't be used?

empty goblet
#

you can use it, just don't expect if you unable the safeCVL to work w/o bugs

#

default is unsafeCVL=1; ... so unless you switch to unsafeCVL=0;

inland dew
#

so if no 0, then no problems?

empty goblet
#

the bug is interesting only to those who testing the new more safe cvl

inland dew
#

ok

empty goblet
#

anyone got any crashes on 145755 ?

trim ether
#

We're getting reports from players that the current perf build on Steam has broken mods. e.g. ACE grenade throw

whole cloud
#

ace grenade throw is using CVL

trim ether
#

yep

#

But from all the conversations above, I was under the impression that unsafe CVL was allowed by default

midnight forge
#

145755 breaks KOTH, tried a few servers and none of them seemed to work with this build.

empty goblet
#

you sure you guys not enabled the safeCVL ?

#

because default , is legacy

#

unsafeCVL=1; is legacy

#

unsafeCVL=0; is safeCVL

#

by default, there should be no change in way how 145735 vs 145755 behaves

trim ether
#

Confirmed we had unsafeCVL=1; in the server.cfg

#

and CLV was being blocked

flat current
#

I'm thinking Dwarden might be regretting ever touching CVL at this point.

empty goblet
#

@trim ether make sure you also check the mission and addon config, cause they can override the server.cfg

trim ether
#

@empty goblet Further investigations. Addons and mission were clean. The server was running v06, but the clients were running v08, as they auto updated from Steam. Could this have caused the issue?

empty goblet
#

@trim ether ofcourse , you need to have v08 on both (all ends)

#

and another q is ofcourse if the 'broken' part is createVehicleLocal or CreateSimpleObject local ? just to be sure

#

in short, clear info/repro ... before panic

trim ether
#

@empty goblet Further testing, v08 on SP appears to exhibit the same issue

empty goblet
#

then need simple reproduction steps

trim ether
#

If running as a standalone game. In editor, play as SP, then as MP, when as SP

#

ACE grenade then stops working .... this uses CVL

empty goblet
#

well if it uses unsafeCVL=0; then ofcourse it stops

trim ether
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but why would it use unsafeCLV=0. this is not set in t he mission or the client. And v07 was never installed on this PC, so surely that default cannot exist ?

empty goblet
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well, i would need some other confirmation but i get no other reports (except @midnight forge but that's w/o any detail just "something is broken")

#

by default, if nothing set, the v08 should behave exactly as v06 and anything before

trim ether
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Ok, created a very simple mission. with one player, nothing else. only mods ACE and CBA. In editor run as SP, then as MP, it breaks

empty goblet
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well, is ACE setting any value for unsafeCVL yet ?

#

what exact version of ACEv3 and CBA is used with 1.92.145755 , where the createVehicleLocal fails ?

trim ether
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My version of ACE has not been updated since 27 March

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CBA 22nd May

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ACE3 - Version 3.12.6

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Community Base Addons v3.11.2

midnight forge
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145755, Vanilla, Any KOTH server. Looks like the player init is not starting so you are not teleported to start location, you have no action menu, you see no map markers for objectives, etc, etc. Simpler to say it is broken. I don't think KOTH even uses CVL for all that stuff that it does.

empty goblet
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i think it does for emptyDetector or so

nocturne obsidian
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EmptyDetector should not be restricted in unsafe mode, it is a bug that is being worked on

empty goblet
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anyway we have new revision how do this CVL
if it pass then will be completely different with 3 modes of operation
legacy = nothing blocked
default = basic stuff blocks
optional whitelist = default plus custom allowed

whole cloud
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"some troubles" means?

empty goblet
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@inland dew what problems with 145735 ?

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145735 has no CVL implementation, you sure you don't talk about 145742, 145755 ?

sleek temple
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@empty goblet Could this https://youtu.be/CC4CeofBN8M be caused by using performance build basically playing alits life my vehicles won't show when buying and i can't pull cars out of garage not sure where to post it if its a bug ive tried verifying game and deleting mission file

whole cloud
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yes

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it is caused by performance build

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already known

sleek temple
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Thank you for the reply

empty goblet
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1.92.145767 new PROFILING branch with PERFORMANCE binaries, v09, server and client, windows 32/64-bit, included linux 32-bit server

  • reverted changes from builds 145755 / 14542 which added attempt for 'safe' CreateVehicleLocal
    different approach needs to be made, to cause less headache, such revision will take time (so not sooner than for 1.96)

details: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-192-performance-binary-feedback/?do=findComment&comment=3362375