#Ping-related Question

50 messages · Page 1 of 1 (latest)

steady spoke
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Hello, I need confirmation, recently we've been seeing ping spikes and such with a large amount of players connected. Is there a way to narrow down the cause?

The server itself is located in the US and while of the 30-40+ people that connect, a majority of them are US and experience the spikes. It is also inconsistent as sometimes some spike and others don't with varying geographical locations.

steady spoke
snow quartz
steady spoke
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(Also that's a no to the goose one).

snow quartz
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I highly suggest removing it

steady spoke
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I'll pass that up the buck and see if that helps alleviate the situation. I assume any mod that streams data like that to players constantly would be a big suspect?

snow quartz
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Yes which is also why combat text is painful on decent pop servers

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Im going to post my mod categorization

Tell me where your server falls

steady spoke
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Yeah, we don't have many. Unfortunately, we run one of the biggest RP servers right now so I believe one of our mods is also performance heavy.

I'll have to bite the bullet then and simply binary search and elimiante mods until the performance is acceptable again.

snow quartz
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Number of Mods and Categorization:

There isnt a set criteria really

But based on my experience, I consider the ranges to be the following:

  • Vanilla: 0 - 12 mods (non game changing, qol only, no maps)

  • Light modded: 12 - 75 mods (some maps, no tile packs, qol, some vehicles, few weapons)

  • Moderately modded: 50 - 125 mods (maps with tile packs, vehicles, lots of qol, character changing mods, framework mods, etc)

  • Moderate+ Modded: 100 - 250 mods (lots of maps, lots of tile packs, lots of vehicles, mods that add entirely new functions like an economy, reworks to foraging or farming systems, adjusted loot tables, etc)

  • Heavily modded: 250+ mods (entire map remake, tile packs all over, multiple mod dependencies, etc etc etc)

Its not just the number of mods

It also depends on what the mods do

For example, not all vehicle mods are created equal

Filibuster Rhymes used cars is a great mod that adds alot of vehicles, and isnt that intensive on resources

But the helicoper mod, which adds only one vehicle (flyable helo), can crash a server that isnt powerful enough to handle it

steady spoke
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We're around Moderate+, at the moment.

snow quartz
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Lower or higher end of that spectrum?

steady spoke
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Lower.

snow quartz
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Okay

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When do your players report ping spikes as well?

What is going on in world? I presume its during peak player times, but what is occurring?

steady spoke
# snow quartz *When* do your players report ping spikes as well? What is going on in world? I...

It's near universal when the players report ping spikes. Players flicker in and out, the usual bugs occur when there's a delay or desync actively happening (chunk generation errors, messages delayed through chat, etc.)

It's hard to say. Most of the time, due to our spread out playerbase, but they're mainly doing three things:

  • Sitting around and Roleplaying via text chat
  • Fighting zombies actively / Looting
  • Travelling and possibly trigger zombie updates that way.

It is our Day 1 as well for a new season.

snow quartz
steady spoke
snow quartz
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Additionally, do you have No More Culling installed?

steady spoke
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Negative.

snow quartz
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And/or its contents

steady spoke
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sure give me one second, please.

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Ah, sorry, I should mention that we're hosted on OVH but utilize TCAdmin for front-facing things like console, start/stops, etc.

snow quartz
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Ah I'm on mobile

Please post contents in between ``` at the beginning and end

steady spoke
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No worries.

#
    "mainClass": "zombie/network/GameServer",
    "classpath": [
        "java/.",
        "commons-compress-1.18.jar",
        "java/istack-commons-runtime.jar",
        "java/jassimp.jar",
        "java/javacord-2.0.17-shaded.jar",
        "java/javax.activation-api.jar",
        "java/jaxb-api.jar",
        "java/jaxb-runtime.jar",
        "java/lwjgl.jar",
        "java/lwjgl-natives-windows.jar",
        "java/lwjgl-glfw.jar",
        "java/lwjgl-glfw-natives-windows.jar",
        "java/lwjgl-jemalloc.jar",
        "java/lwjgl-jemalloc-natives-windows.jar",
        "java/lwjgl-opengl.jar",
        "java/lwjgl-opengl-natives-windows.jar",
        "java/lwjgl_util.jar",
        "java/sqlite-jdbc-3.27.2.1.jar",
        "java/trove-3.0.3.jar",
        "java/uncommons-maths-1.2.3.jar"
    ],
    "vmArgs": [
        "-Djava.awt.headless=true",
        "-Xmx3072m",
        "-Dzomboid.steam=1",
        "-Dzomboid.znetlog=1",
        "-Djava.library.path=natives/;natives/win64/;.",
        "-XX:-CreateCoredumpOnCrash",
        "-XX:-OmitStackTraceInFastThrow"
    ],
    "windows": {
        "7": {
            "vmArgs": [
                "-XX:+UseG1GC"
            ]
        },
        "10": {
            "vmArgs": [
                "-XX:+UseZGC"
            ]
        }
    }
}
snow quartz
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Very interesting

Your .json parameters are allowing only 3gb of RAM usage

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This is from the server?

steady spoke
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Hrm, that's odd. It's from the same folder our save is-- but this is our current command line:

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-Djava.awt.headless=true -Dzomboid.steam=1 -Dzomboid.znetlog=1 -XX:+UseG1GC -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow -Duser.home=C:\TCAFiles\Users\chaos\6\ -Xms4096m -Xmx55296m -Djava.library.path=natives/;natives/win64/;. -cp java/istack-commons-runtime.jar;java/jassimp.jar;java/javacord-2.0.17-shaded.jar;java/javax.activation-api.jar;java/jaxb-api.jar;java/jaxb-runtime.jar;java/lwjgl.jar;java/lwjgl-natives-windows.jar;java/lwjgl-glfw.jar;java/lwjgl-glfw-natives-windows.jar;java/lwjgl-jemalloc.jar;java/lwjgl-jemalloc-natives-windows.jar;java/lwjgl-opengl.jar;java/lwjgl-opengl-natives-windows.jar;java/lwjgl_util.jar;java/sqlite-jdbc-3.27.2.1.jar;java/trove-3.0.3.jar;java/uncommons-maths-1.2.3.jar;java/commons-compress-1.18.jar;java/ zombie.network.GameServer -ip 135.148.150.134 -port 16411 -servername "ppzrp" -statistic 10

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We raised our GB from 32 to 54 because we noticed our java process was eating up 27 GBs and assumed possibly it was running out of memory, but that was incorrect and I need to relower it.

snow quartz
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No leave it higher

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Project zomboid is insanely RAM hungry

steady spoke
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Roger, 54 is pretty much our limit then.

snow quartz
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The ovh plan youre using includes 500mbps symmetrical correct?

steady spoke
snow quartz
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Interesting

steady spoke
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Honestly, it may very well be down to us just having to binary search through mods and remove until we find some hidden culprit. There's a few errors like playerdatarequest errors, unknown packet connections, etc. They just all coincided with ping spikes that I wondered if one was able to lowered to solve the other.

snow quartz
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Do you have a mod list quickly accessible?

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If so, post it in #mod_support and ping me

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Mod names* / mod IDs*

Not workshop IDs

steady spoke
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Let me recompile it because this sheet is a little outdated, but yeah.

latent wind
# steady spoke Let me recompile it because this sheet is a little outdated, but yeah.

you ever figure this out? we keep getting this error, so we did an entire wipe and changed the mods we thought were responsible, but we are still getting this error. happens when about 15 players are online, one wipe everything was fine, the next wipe was plagued with this error, so we wiped again and went back to the old mods we used when we didnt have this issue, but its persisting. also use OVH

May 31 18:26:01 ValhallaCommunity PZ ERROR General     , 1717194361276> 1,759,778,665> java.lang.NullPointerException: Cannot read field "x" because "<local2>" is null.
May 31 18:26:01 ValhallaCommunity PZ ERROR General     , 1717194361277> 1,759,778,665>     at zombie.network.GameServer.receivePlayerDataRequest(GameServer.java:5221).
May 31 18:26:01 ValhallaCommunity PZ ERROR General     , 1717194361276> 1,759,778,665> GameServer.mainLoopDealWithNetData> Error with packet of type: PlayerDataRequest for Slappy.
May 31 18:26:01 ValhallaCommunity PZ ERROR General     , 1717194361277> 1,759,778,665>     at zombie.network.packets.PlayerDataRequestPacket.process(PlayerDataRequestPacket.java:21).```
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seems to always happen to the same players but it causes lag to the whole server

steady spoke