PiBoSo Official Forum

World Racing Series => Bug Reports => Topic started by: Don King on February 18, 2017, 11:22:00 PM

Title: Multiplayer
Post by: Don King on February 18, 2017, 11:22:00 PM
 Really appreciate the new update , & loove the game , also aware it is beta. In multiplayer in the sprintcars on the PiBoSo servers experiencing core exe. crash especially if someone already turning laps. I can join server bit as soon as I try to get on track it crashes.Would love to see this sim advance & appreciate all the work done by the developers to this point. Several of us that run the sprint cars would love to give more feedback but nearly impossible to provide feedback when we can not race together. Any help with this would be appreciated. If any additional info You need please let us know & we will do our best to help. Bar none the best dirt oval sim i have tried & I have been simracing nearly 20 years.
Title: Re: Multiplayer
Post by: PiBoSo on February 19, 2017, 09:55:51 AM

Thank you for the report.
Would it be possible to organize online races to allow me to join and try to debug the crashes?
Title: Re: Multiplayer
Post by: Don King on February 19, 2017, 05:51:13 PM
Absolutely , i am available most all the time , I also have TeamSpeak available as well. let me know.
Title: Re: Multiplayer
Post by: PiBoSo on February 19, 2017, 08:14:45 PM
Quote from: Don King on February 19, 2017, 05:51:13 PM
Absolutely , i am available most all the time , I also have TeamSpeak available as well. let me know.

Please post the week days and times that would be best suited for you.
Title: Re: Multiplayer
Post by: Don King on February 19, 2017, 09:00:57 PM
 10 AM Pacific Standard time Saturday would work great for us. Additionally here is a TeamSpeak adress where You can contact us. 69.61.11.59:9990 thank You for Your quick reply.
Title: Re: Multiplayer
Post by: PiBoSo on February 19, 2017, 09:05:13 PM
Quote from: Don King on February 19, 2017, 09:00:57 PM
10 AM Pacific Standard time Saturday would work great for us. Additionally here is a TeamSpeak adress where You can contact us. 69.61.11.59:9990 thank You for Your quick reply.

Perfect, thank you.
See ya on Saturday  ;)
Title: Re: Multiplayer
Post by: Don King on February 19, 2017, 09:44:01 PM
 Believe i may have given the wrong Teamspeak IP lol heres the one we use for  WRS : ts40.bargainvoice.com:7882   sorry bout that
Title: Re: Multiplayer
Post by: GasFactoryRacing on February 20, 2017, 06:46:12 PM
We are more than willing to assist you in resolving these issues too... We typically have 5-10 people on over the course of a weekend running the sprint cars. Our Teamspeak is ca23.ts3.cloud:2377. We will have a few on tonight between 8pm and 2 am Eastern time USA.
Title: Re: Multiplayer
Post by: PiBoSo on February 20, 2017, 09:31:42 PM
Quote from: GasFactoryRacing on February 20, 2017, 06:46:12 PM
We are more than willing to assist you in resolving these issues too... We typically have 5-10 people on over the course of a weekend running the sprint cars. Our Teamspeak is ca23.ts3.cloud:2377. We will have a few on tonight between 8pm and 2 am Eastern time USA.

Thank you for the offer.
Unfortunately the time slot is too late  :-[
Title: Re: Multiplayer
Post by: GasFactoryRacing on February 20, 2017, 11:51:02 PM
I (Ryan) am usually on most of the day, if you are available. I'm free all day tomorrow, before 6pm.
Title: Re: Multiplayer
Post by: PiBoSo on February 25, 2017, 12:03:23 PM

Ready for testing!
Are you?  :)
Title: Re: Multiplayer
Post by: dibu on February 25, 2017, 12:56:25 PM
I can interrupt my work for a while and join a session but latest at 5pm CET (germany) I've to leave.

Which server /track /car?
Title: Re: Multiplayer
Post by: Don King on February 25, 2017, 01:55:19 PM
 Yes I am ready now , sorry just woke up 8 AM here lol
Title: Re: Multiplayer
Post by: Don King on February 25, 2017, 01:57:22 PM
 Please join one of the TeamSpeaks I listed above & we can get started :)
Title: Re: Multiplayer
Post by: PiBoSo on February 25, 2017, 03:00:39 PM

Thank you for the test.
Time is now needed to add debug code.
See you soon on track.
Title: Re: Multiplayer
Post by: dibu 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.
Title: Re: Multiplayer
Post by: PiBoSo 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.
Title: Re: Multiplayer
Post by: dibu on February 26, 2017, 03:10:40 PM
Quote from: PiBoSo on February 26, 2017, 02:56:11 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. 
Title: Re: Multiplayer
Post by: TFC 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!
Title: Re: Multiplayer
Post by: PiBoSo on February 26, 2017, 08:43:32 PM
Quote from: TheFatController 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!

Hopefully it's the same problem.
Title: Re: Multiplayer
Post by: PiBoSo on February 27, 2017, 11:29:07 AM

Crash fixed.
Hopefully there are no more bugs  :-\
Title: Re: Multiplayer
Post by: Alby46 on February 27, 2017, 12:52:21 PM
really? we could start massive multiplayer debugging when you tell us
Title: Re: Multiplayer
Post by: Don King on February 27, 2017, 03:15:03 PM
 Great news
Title: Re: Multiplayer
Post by: PiBoSo on February 27, 2017, 05:02:27 PM

Beta11b coming as soon as possible, by the way.
Title: Re: Multiplayer
Post by: Alby46 on March 01, 2017, 08:00:16 PM
Quote from: PiBoSo on February 27, 2017, 05:02:27 PM

Beta15b coming as soon as possible, by the way.
you mean for krp?
Title: Re: Multiplayer
Post by: PiBoSo on March 01, 2017, 09:09:00 PM
Quote from: Alby46 on March 01, 2017, 08:00:16 PM
Quote from: PiBoSo on February 27, 2017, 05:02:27 PM

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

Whoops. Typo. Edited.
Title: Re: Multiplayer
Post by: PiBoSo on March 03, 2017, 06:36:42 PM

Please report if Beta11b improves the multiplayer.
Title: Re: Multiplayer
Post by: Don King on March 03, 2017, 06:52:41 PM
 Lets test it :)
Title: Re: Multiplayer
Post by: dibu 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.
Title: Re: Multiplayer
Post by: Don King on March 03, 2017, 07:03:38 PM
 Sure count me in :)
Title: Re: Multiplayer
Post by: dibu on March 03, 2017, 08:13:35 PM
Quote from: dibu on March 03, 2017, 07:02:18 PM
How about a test tomorrow at 3:00PM UTC/GMT+1 (Germany) - (6:00AM PST)?
...

Of course also all bikers are invited. ;)  Simply join the session and drive a bit or watch replays.

No pressure, no hotlap or race only netcode testing.  :)

Title: Re: Multiplayer
Post by: dibu on March 04, 2017, 12:20:11 PM
Quote from: PiBoSo on March 03, 2017, 06:36:42 PM

Please report if Beta11b improves the multiplayer.

I just ran the same test as here: http://forum.piboso.com/index.php?topic=4641.msg71321#msg71321

And it looks quite good. :) I could disconnect and reconnect multiple times and drive my laps without a single core.exe crash.


What's still happening is the strange memory behaviour.

server fresh started, no clients:  93,208K
server running with clients:  166,500K
all clients disconnected:  109,884K - memory is still not going back to the starting value.
Title: Re: Multiplayer
Post by: PeterV on March 04, 2017, 12:24:45 PM
what needs installing to participate in the test/race?
Title: Re: Multiplayer
Post by: dibu on March 04, 2017, 12:31:40 PM
Quote from: PeterV on March 04, 2017, 12:24:45 PM
what needs installing to participate in the test/race?

Only WRS beta11b. The track is Knoxville (open server #3) and one of the sprintcars - all included in WRS, no addons needed.

Optionally Teamspeak:   ts40.bargainvoice.com:7882
Title: Re: Multiplayer
Post by: dibu on March 04, 2017, 05:54:41 PM
WRS beta11b netcode is very stable compared to beta11, thank you PiBoSo. :)


We played more than two hours this afternoon. Don King, PeterV and myself. Together with my 2 dummy logins we were 5.

Everyone turned more than 150 laps. None of my PCs showed a single core.exe, Peter and Don King had one core.exe each. Disconnect/reconnect also worked.
Watching replays was fluid. Ping in chat window: Peter and I - 30-40ms, Don King - ~150ms


Thanks to Don King and PeterV for testing, it was real fun. :)
Peter, for a biker your laptimes were quite spectacular.  ;D

Title: Re: Multiplayer
Post by: PiBoSo on March 04, 2017, 06:25:38 PM

Thank you for the report.
It's sad to read about the two crashes, though, especially considering the low number of clients  :-\
Title: Re: Multiplayer
Post by: PeterV on March 05, 2017, 12:24:17 AM
Quote from: dibu on March 04, 2017, 05:54:41 PM
Thanks to Don King and PeterV for testing, it was real fun. :)
Peter, for a biker your laptimes were quite spectacular.  ;D
Thank you very much, never drove these cars before, first attempts where horrible.
Was too gentle with the steering, needed too just chuck it in and countersteer like mad.
Still have a nek and hands that hurt, was good fun.

Quote from: PiBoSo on March 04, 2017, 06:25:38 PM
Thank you for the report.
It's sad to read about the two crashes, though, especially considering the low number of clients  :-\
I think the 2 core.exe are from selecting a car before we entered, we see this a lot with GPB as well.
They where both when we basically just had started playing.
I must say the deformation build up seems much smoother, in B11, before you could see it build, you could literally see
the different sections being made in previous betas.
Title: Re: Multiplayer
Post by: Alby46 on March 08, 2017, 08:59:00 AM
Do you plan to do other tesst guys? I would like to take part too
Title: Re: Multiplayer
Post by: Don King on March 08, 2017, 08:38:09 PM
 I am down to test anytime , i have a pretty free schedule , btw i am Central Standard Time. Just let some folks know when is good time & I will do My best to be there.