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randomwhitedude

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  1. closing up the server wouldnt really solve the problem, this way i/we/you can observer his behaviour some more, as on a 27 Server ill have to delete/reset the map every once in a while anyway so i dont see it much of a problem yet. As long as he's just "having fun" and not seriously hurting infrastructure im totally okay with that. After all its pretty impressive what he did eh
  2. Its hosted personally, and if there is no another way than granting players admin privileges via the grantadmin command, i didnt give it to anyone intentionally and the "admin" account should be the only one with admin privileges from what i saw the serverlogs dont show that much useful stuff, but if you want me to upload them anyway - please say so!
  3. Serveradmin here, password was set, i wasnt fully there while it happened and was just getting messages that theres someone doing stuff, login-logs showed no login as admin so its some kid of privilege escalation or privilege spoofing in client i guess but i got messages by Dryke and others who was doing it, so iwas banning his ip on the firewall level I persoanally do not see it as much of an isse as as you say its pretty early MP development. If I could wish anything from what you fix first its performance/stability anyway before you put effort into not trusting the client
  4. On linux its using MultiThreading aswell, yes, but theres always unused (50-70%) CPU Power there to be taken. Talking Linux: You got up to 400% CPU Usage. 100% per Core. the peak cpu usage i've seen the server process take was 130%. Since its all happening in java, it could good be that i have to tell java to use cores more aggressively - if so please tell me how to do that. From the OS-Side i already did that with renicing the process - and that did help improve performance slightly. I could try bind the process to specific cores and see if that changes anything. But it seems my input is heading in the right direction, if you designed the Program in that way. You know how your Code works, i dont - i can only say what it /looks like/ for me. And it simply looks like everytime Heavy Cell Loading is taking place (according to the Server Console) the Zombie Processing is slower.
  5. Not sure if you misunderstood me (sorry, no native english speaker here), but i was referring to Server Performance / Lag. And a shot in the Blue where i /feel/ the problem may be. For single-player one process doing everything may be completely okay - its only one Character everything is calculated for / interacts with. But with Multiplayer some things have to happen independent from each other, just by the nature of how CPU's process things. And if the CPU is busy moving zombies then it wont start loading cells just cause _another_ player just requested it, instead it will take the request, put it on the stack and process it when it got time for it.
  6. i posted my first "guess" on performance bottlenecks in the Bug Tracker, though im really a hardware guy and do not really know if you can do any improvements for the Java-Environment. Im running a Bare Metal Server 16 GB RAM (from which only 8G go to the PZ-Server-Process) i7 Core (4x 3.4 GHZ) 1 GBit dedicated Connection OS: Ubuntu 12.04 It works pretty good with 15 or below, and works okay with up to 24. But i can really make the Server Process suffer a lot with that many users. As soon as i zoom around the map with increased Admin Speed when more than 20 People are connected, a lot of "Black-Cell-Loading" occurs. Zombies freeze down into Super-Slowmo. While monitoring the Server-Console during that time, you can really see that the server process got good Work Loading/Unloading Cells. I guess thats the main reason we see this "Black-Cell-Loading", all this while the CPU is chilling with 3 completely un-used Cores. So i dont think its a Hardware issue, specially since i got no shitty V-Server. Changing the available RAM from 4Gig up to 8 Gig did not really solve the issue or improve the behaviour in any noticeable way. Thats why i come to suggest to put the Zombie-AI-Processing into a seperate Process/Thread. When lots of Cell Loading/Unloading is happening on the Server, you can really see the Zombies Moonwalking on a spot and "waiting" to be processed. And vice versa - when zombies are currently processed you can see Black-Cell-Loading occur. Specially the "Zombie_wait" looks a lot like the Lag Prison Architect used to have when your prisons got big, what they solved with putting AI Processing into a seperate Process aswell If you need any more info, feel free to ask me im happy to help!
  7. Hello fellow Zomboids, Status: ONLINE so i set up a server and people for some reason really seem to like it. They even asked me to make a thread in this forum, so here we go. The Details are the Following: IP for Direct Connect is: 213.239.197.130 Found in "Public Server Browser" with the filter "krautfleet.net" Name : [PVP][EU][Vanilla] krautfleet.net Location : Nürnberg, Germany Branch : Stable (currently B27) Player slots : 24 Its currently set up with a PVP / Default / NoMods Setup. Currently (mostly due to no_respawn of loot/zombies) New Characters Spawn with: Chips/Crisps, Water, a Bag, a bunch of nails, some bullets. Random Facts: During our First day of uptime 79 People died in PVP on this Server. Currently up for discussion is a date/time for soft-resets. Feel free to visit us aswell on "https://forums.krautfleet.net"
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