Author Topic: Multiplayer  (Read 1826 times)

dibu

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Re: Multiplayer
« Reply #15 on: February 26, 2017, 02:09:43 PM »
Maybe it's of any use, here my Knoxville observations.


When I connected with 3 PCs to the server everything was fine and I could drive my laps without a crash.
I disconnected and reconnected with one PC and the problems started. I was not able to drive more than half a lap without core.exe.
Then I disconnected all PCs and only joined with one, but the core.exe problems continued.
The server was unusable until it was restarted.

Memory usage for Knoxville:
server fresh started, no clients:  93,468K
server running with clients:  166,700K
all clients disconnected:  110,444K - why doesn't it go back to 93,468K ?


Knoxville and Holjes use a lot of memory compared to Victoria when the servers are started (no clients connected).
93,468K / 111,424K / 20,044K

PS: The dedicated server has no addons installed except tracks. Replay size is default.

PiBoSo

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Re: Multiplayer
« Reply #16 on: February 26, 2017, 02:56:11 PM »

What tool are you using to monitor the memory usage? Is it reliable?

There doesn't seem to be any memory leak on the dedicated server.

Anyway, found an easier way to replicate the crash: start a dedicated server and use a track with default deformation.
Debug is in progress and the problem is in the replay code.

dibu

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Re: Multiplayer
« Reply #17 on: February 26, 2017, 03:10:40 PM »

What tool are you using to monitor the memory usage? Is it reliable?
...

I'm using the build in "Windows Task Manager" and I'm looking at the values in "Processes". I'm not aware of a reliability issue. OS is Server 2008R2 Enterprise.

PS: the memory usage values are reproducible, I've restarted the dedicated server three times and always got similar values. 
« Last Edit: February 26, 2017, 03:21:42 PM by dibu »

TheFatController

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Re: Multiplayer
« Reply #18 on: February 26, 2017, 08:00:39 PM »
Interesting. Pib, is this the same problem that plagues MXB when online with deformation? Would be amazing if it's resolved!

PiBoSo

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Re: Multiplayer
« Reply #19 on: February 26, 2017, 08:43:32 PM »
Interesting. Pib, is this the same problem that plagues MXB when online with deformation? Would be amazing if it's resolved!

Hopefully it's the same problem.

PiBoSo

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Re: Multiplayer
« Reply #20 on: February 27, 2017, 11:29:07 AM »

Crash fixed.
Hopefully there are no more bugs  :-\

Alby46

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Re: Multiplayer
« Reply #21 on: February 27, 2017, 12:52:21 PM »
really? we could start massive multiplayer debugging when you tell us
Still riding a 50cc, but enjoying it :)

Don King

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Re: Multiplayer
« Reply #22 on: February 27, 2017, 03:15:03 PM »
 Great news
A clean race in the back is better than a dirty race up front. Feel free to join Me on TeamSpeak 3 : 69.61.11.59:9990

PiBoSo

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Re: Multiplayer
« Reply #23 on: February 27, 2017, 05:02:27 PM »

Beta11b coming as soon as possible, by the way.
« Last Edit: March 01, 2017, 09:08:47 PM by PiBoSo »

Alby46

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Re: Multiplayer
« Reply #24 on: March 01, 2017, 08:00:16 PM »

Beta15b coming as soon as possible, by the way.
you mean for krp?
Still riding a 50cc, but enjoying it :)

PiBoSo

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Re: Multiplayer
« Reply #25 on: March 01, 2017, 09:09:00 PM »

Beta15b coming as soon as possible, by the way.
you mean for krp?

Whoops. Typo. Edited.

PiBoSo

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Re: Multiplayer
« Reply #26 on: March 03, 2017, 06:36:42 PM »

Please report if Beta11b improves the multiplayer.

Don King

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Re: Multiplayer
« Reply #27 on: March 03, 2017, 06:52:41 PM »
 Lets test it :)
A clean race in the back is better than a dirty race up front. Feel free to join Me on TeamSpeak 3 : 69.61.11.59:9990

dibu

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Re: Multiplayer
« Reply #28 on: March 03, 2017, 07:02:18 PM »
How about a test tomorrow at 3:00PM UTC/GMT+1 (Germany) - (6:00AM PST)?
I'll be there at Knoxville. Servers are already at beta11b.

Don King

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Re: Multiplayer
« Reply #29 on: March 03, 2017, 07:03:38 PM »
 Sure count me in :)
A clean race in the back is better than a dirty race up front. Feel free to join Me on TeamSpeak 3 : 69.61.11.59:9990