Connecting to server 10% load issue (ongoing)

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  • I've fixed the 10% load issue. It was running the database purely in RAM (albeit ECC).

    yes that was presumed by the setting you listed: Database_InMemory=True

    But why was that a problem?

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  • I've fixed the 10% load issue. It was running the database purely in RAM (albeit ECC).

    interesting i also have that setting set to true, but unlike you i dont have any problems with players connecting, but i do have a problem where after the update my server keeps crashing at random times and things not working as expected

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  • I spoke to admins from other servers and they had been deleting npcs from their server every few days........ with 11 people on my server I had over 9000 npcs in just 2 days........ after the last update this now appears to have been fixed..... but today I also restricted number of npcs in the config just in case 100 people do log onto my server all at the same time lol


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  • I spoke to admins from other servers and they had been deleting npcs from their server every few days........ with 11 people on my server I had over 9000 npcs in just 2 days........ after the last update this now appears to have been fixed..... but today I also restricted number of npcs in the config just in case 100 people do log onto my server all at the same time lol

    i find limiting the number of npcs can lead to an empty world when exploring new areas. with what you have done to your server (the db changes), and i think the npc spawns are on the server only you could just shorten their life i believe its in seconds. looking at the db -1 is infinite life(adult npcs for the most part). the ones with the assigned times(for the most part) are infant variants that trigger the ontransform event(infant to adult) ? you could possibly change the lifetimes for adult to say 7200(20ish hours). then in the config lower the re spawn times. this would give you a limited amount of npcs but keep them spread out.

    EDIT: yahwho sorry just noticed what thread this was in. didnt mean to take it over

  • i also have that setting set to true

    Weird. No idea then. I do know that the issue was happening *all the time*. After setting to false the issue went away.


    Certainly not resources, the server has plenty.


    It was Oz who gave me the idea. He mentioned when the server got stuck at 10% loads - he noticed that the world was "rolled back" - sometimes up to an hour (when the database in memory should be writing to file every minute).


    Having just written this, maybe it was the AV software that was causing it? :thinking:


    It would be nice to test this theory, but I don't like the idea of almost intentionally putting the server in a position where folk could loose an hours build work.


    I know I would be aggrieved.


    Edit: *all the time* means at least once if not twice a day.

  • Unfortunately memory databases are not supported yet... basically it does work, but what's currently missing is a mechanic to store the world on the hard drive periodically. The setting in the server.properties is ignored atm :/


    About getting stuck at 10%: at this stage the client is fully connected (authenticated etc) and waits for the world data (the remaining 10-100% solely depend on how many chunks were already loaded). But the server also sends all other relevant data to the client at this stage, e.g. poster images, plugin assets (3d models, UI images), map tiles etc. It's possible that the client is too busy downloading these files (so it does not receive any world data). And if the player has a high ping, for example, or an unstable internet connection (high packet loss etc), the troughput can be very low...


    Another direct problem is that the client sometimes no longer receives other data from the server (world data, chat messages etc) while being busy downloading large files - and if the client doesn't receive any world data (while still in the loading screen) for a given amount of time, it will close the connection.


    Before the recent update, this timeout for this was somewhere between 15 and 20 seconds, but we increased it to 40 seconds - and if a packet was received in the meantime, the game even increases this limit to 120 seconds. This means in the worst case, the client gets stuck at 10% for up to 2 minutes before getting a timeout (and if throughput is too low, the client possibly still did not receive the necessary data).


    Some data (like poster images, plugin assets etc) are cached clientside, so once a player has downloaded these files, he usually has less trouble joining the server the next time.


    One possible solution that we can implement is to use a webserver to download large files. The dedicated server already has a built-in webserver (used for queries for the server list, but later this will also be used for the RCON tool). File transfer could be a bit faster (using TCP instead of UDP), but more importantly it would not interfere with receiving other data from the server (world data, chat messages etc). This could possibly solve the getting-stuck-at-10%-issue (unless there is another issue causing this) :thinking:

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