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LiteNetLib: SendData requested for unknown client.


Sarakatunga

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2 minutes ago, Sarakatunga said:

If it didn't let me create it because it was overweight kb !!. I thought it didn't work: S

 

Pretty sure I provided an alternative in that case. justpaste.it will host larger files. It's all in the Pinned thread.

 

First issue. You have so many mods that could be conflicting, I'm not even going to try sorting them out. One set in particular looks to be an overhaul mod, and it is typically not safe to merge those with other mods that make core changes.

 

Second issue. That CPU really can't manage that many mods with that number of players. Even with SSD's in RAID it's not going to keep up. The hardware platform simply can't support the amount of data that needs to be processed.

 

Third issue. Double-stacking server managers will typically cause problems. Not only with overlapping commands, but also with duplicating processes. And again, this is going to put even more strain on the already struggling CPU.

 

Fourth issue. Towards the end of the log you have a critical network failure. Data is not being sent to the client, or cannot get out of the client. Any shutdown command not being sent directly via the client is not going to be heard. Causes for the end failure that leads to the issue are numerous. More data would be required.

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26 minutes ago, SylenThunder said:

Pretty sure I provided an alternative in that case. justpaste.it will host larger files. It's all in the Pinned thread.

 

First issue. You have so many mods that could be conflicting, I'm not even going to try sorting them out. One set in particular looks to be an overhaul mod, and it is typically not safe to merge those with other mods that make core changes.

 

Second issue. That CPU really can't manage that many mods with that number of players. Even with SSD's in RAID it's not going to keep up. The hardware platform simply can't support the amount of data that needs to be processed.

 

Third issue. Double-stacking server managers will typically cause problems. Not only with overlapping commands, but also with duplicating processes. And again, this is going to put even more strain on the already struggling CPU.

 

Fourth issue. Towards the end of the log you have a critical network failure. Data is not being sent to the client, or cannot get out of the client. Any shutdown command not being sent directly via the client is not going to be heard. Causes for the end failure that leads to the issue are numerous. More data would be required.

In the previous wip I had a 6k map and a maximum of 20 more players with the mods that are being used right now and the server gave around 20 fps. I think this problem happened twice in 3 months that the server was up !. it was a success except for that problem haha.

Edit: I'm going to try changing the network card to discard things. I keep testing.

Edited by Sarakatunga (see edit history)
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1 hour ago, Sarakatunga said:

In the previous wip I had a 6k map and a maximum of 20 more players with the mods that are being used right now and the server gave around 20 fps. I think this problem happened twice in 3 months that the server was up !. it was a success except for that problem haha.

Edit: I'm going to try changing the network card to discard things. I keep testing.

Yeah 20 FPS for an active server is low. Ideally that should be 35-40. (Higher than 40 is just wasting CPU for no reason, and below 30 indicates a bottleneck issue.)

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