nwr Posted January 13, 2015 Share Posted January 13, 2015 I have a Linux x64 server(3.2x2 GHz) and after some time(~2 days) I start to recieve A LOT of huge messages like that:loaded2=[zombie.network.ServerMap$ServerCell@427f1590, zombie.network.ServerMap$ServerCell@7422b0de, zombie.network.ServerMap$ServerCell@1189fa63, zombie.network.ServerMap$ServerCell@79958293, zombie.network.ServerMap$ServerCell@46afbf41, zombie.network.ServerMap$ServerCell@92affad, zombie.network.ServerMap$ServerCell@65f7bb8e, zombie.network.ServerMap$ServerCell@6b3a9bee, zombie.network.ServerMap$ServerCell@54d35d41, zombie.network.ServerMap$ServerCell@8f81e9, zombie.network.ServerMap$ServerCell@4d99e848, zombie.network.ServerMap$ServerCell@3360f6c5, zombie.network.ServerMap$ServerCell@22e919dd, zombie.network.ServerMap$ServerCell@75a10e12, zombie.network.ServerMap$ServerCell@20a2fc13, zombie.network.ServerMap$ServerCell@2c535422, zombie.network.ServerMap$ServerCell@12b89aea, zombie.network.ServerMap$ServerCell@15c28240, zombie.network.ServerMap$ServerCell@14f542e9, zombie.network.ServerMap$ServerCell@71fbd9be, zombie.network.ServerMap$ServerCell@373305ba, zombie.network.ServerMap$ServerCell@76bd12a5, zombie.network.ServerMap$ServerCell@77134b89, zombie.network.ServerMap$ServerCell@13c44c72, zombie.network.ServerMap$ServerCell@3c76da81, zombie.network.ServerMap$ServerCell@1f036a2a, zombie.network.ServerMap$ServerCell@3b2fcb7f, zombie.network.ServerMap$ServerCell@3ed91d34]finish loading cell 155,134 ms=5365.96loaded2=[zombie.network.ServerMap$ServerCell@7422b0de, zombie.network.ServerMap$ServerCell@1189fa63, zombie.network.ServerMap$ServerCell@79958293, zombie.network.ServerMap$ServerCell@46afbf41, zombie.network.ServerMap$ServerCell@92affad, zombie.network.ServerMap$ServerCell@65f7bb8e, zombie.network.ServerMap$ServerCell@6b3a9bee, zombie.network.ServerMap$ServerCell@54d35d41, zombie.network.ServerMap$ServerCell@8f81e9, zombie.network.ServerMap$ServerCell@4d99e848, zombie.network.ServerMap$ServerCell@3360f6c5, zombie.network.ServerMap$ServerCell@22e919dd, zombie.network.ServerMap$ServerCell@75a10e12, zombie.network.ServerMap$ServerCell@20a2fc13, zombie.network.ServerMap$ServerCell@2c535422, zombie.network.ServerMap$ServerCell@12b89aea, zombie.network.ServerMap$ServerCell@15c28240, zombie.network.ServerMap$ServerCell@14f542e9, zombie.network.ServerMap$ServerCell@71fbd9be, zombie.network.ServerMap$ServerCell@373305ba, zombie.network.ServerMap$ServerCell@76bd12a5, zombie.network.ServerMap$ServerCell@77134b89, zombie.network.ServerMap$ServerCell@13c44c72, zombie.network.ServerMap$ServerCell@3c76da81, zombie.network.ServerMap$ServerCell@1f036a2a, zombie.network.ServerMap$ServerCell@3b2fcb7f, zombie.network.ServerMap$ServerCell@3ed91d34]finish loading cell 156,134 ms=3543.8767loaded2=[zombie.network.ServerMap$ServerCell@1189fa63, zombie.network.ServerMap$ServerCell@79958293, zombie.network.ServerMap$ServerCell@46afbf41, zombie.network.ServerMap$ServerCell@92affad, zombie.network.ServerMap$ServerCell@65f7bb8e, zombie.network.ServerMap$ServerCell@6b3a9bee, zombie.network.ServerMap$ServerCell@54d35d41, zombie.network.ServerMap$ServerCell@8f81e9, zombie.network.ServerMap$ServerCell@4d99e848, zombie.network.ServerMap$ServerCell@3360f6c5, zombie.network.ServerMap$ServerCell@22e919dd, zombie.network.ServerMap$ServerCell@75a10e12, zombie.network.ServerMap$ServerCell@20a2fc13, zombie.network.ServerMap$ServerCell@2c535422, zombie.network.ServerMap$ServerCell@12b89aea, zombie.network.ServerMap$ServerCell@15c28240, zombie.network.ServerMap$ServerCell@14f542e9, zombie.network.ServerMap$ServerCell@71fbd9be, zombie.network.ServerMap$ServerCell@373305ba, zombie.network.ServerMap$ServerCell@76bd12a5, zombie.network.ServerMap$ServerCell@77134b89, zombie.network.ServerMap$ServerCell@13c44c72, zombie.network.ServerMap$ServerCell@3c76da81, zombie.network.ServerMap$ServerCell@1f036a2a, zombie.network.ServerMap$ServerCell@3b2fcb7f, zombie.network.ServerMap$ServerCell@3ed91d34]finish loading cell 170,97 ms=4001.465loaded2=[zombie.network.ServerMap$ServerCell@79958293, zombie.network.ServerMap$ServerCell@46afbf41, zombie.network.ServerMap$ServerCell@92affad, zombie.network.ServerMap$ServerCell@65f7bb8e, zombie.network.ServerMap$ServerCell@6b3a9bee, zombie.network.ServerMap$ServerCell@54d35d41, zombie.network.ServerMap$ServerCell@8f81e9, zombie.network.ServerMap$ServerCell@4d99e848, zombie.network.ServerMap$ServerCell@3360f6c5, zombie.network.ServerMap$ServerCell@22e919dd, zombie.network.ServerMap$ServerCell@75a10e12, zombie.network.ServerMap$ServerCell@20a2fc13, zombie.network.ServerMap$ServerCell@2c535422, zombie.network.ServerMap$ServerCell@12b89aea, zombie.network.ServerMap$ServerCell@15c28240, zombie.network.ServerMap$ServerCell@14f542e9, zombie.network.ServerMap$ServerCell@71fbd9be, zombie.network.ServerMap$ServerCell@373305ba, zombie.network.ServerMap$ServerCell@76bd12a5, zombie.network.ServerMap$ServerCell@77134b89, zombie.network.ServerMap$ServerCell@13c44c72, zombie.network.ServerMap$ServerCell@3c76da81, zombie.network.ServerMap$ServerCell@1f036a2a, zombie.network.ServerMap$ServerCell@3b2fcb7f, zombie.network.ServerMap$ServerCell@3ed91d34]finish loading cell 171,97 ms=3854.692Game zones loading become VERY slow and CPU at 100%, but Ping stay low.PZ v30.15 Link to comment Share on other sites More sharing options...
EasyPickins Posted January 20, 2015 Share Posted January 20, 2015 If you want to try a fix I've been working on for this:Download this ZIP file and extract it into your server's ProjectZomboid directory (wherever the media/ and zombie/ directories are).This will change some of the Lua files, so clients connecting will get "Lua files don't match" errors. Set DoLuaChecksum=false in the server's .ini file if you want to test this with clients joining.This should reduce the "finish loading cell" times a lot, although there might be other causes I haven't discovered yet. Lots of Erosion objects does increase the load time, but I haven't seen 5 second load times yet. Link to comment Share on other sites More sharing options...
EasyPickins Posted January 18, 2015 Share Posted January 18, 2015 Does the server use any mods? If so, try a server without mods enabled. The main thing that slows down the "finish loading cell" stage is all the LoadGridsquare callbacks. Those are calls from Java into Lua for every single map location after they are loaded, which is quite slow. Even a simple mod like the Spraypaint mod adds a LoadGridsquare callback, which is bad news for the server. The game itself uses LoadGridsquare callbacks for farming, trapping, rainbarrels, and camping which is something of a concern without mods adding any extra work. On my laptop the "finish loading cell" stage took 1093, 384, 282, and 242 ms from a cold start just now. Link to comment Share on other sites More sharing options...
nwr Posted February 8, 2015 Author Share Posted February 8, 2015 If you see that error with GameTime.save() again, can you post your server's map_t.bin file? There's too much data being written for some reason.Error with packet of type: 6 for MaksTakerjava.nio.BufferOverflowException at java.nio.HeapByteBuffer.put(HeapByteBuffer.java:183) at java.nio.ByteBuffer.put(ByteBuffer.java:832) at zombie.GameWindow.WriteStringUTF(GameWindow.java:1991) at zombie.GameWindow.WriteString(GameWindow.java:1977) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:231) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:222) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:237) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:223) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:237) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:223) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:237) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:223) at zombie.GameTime.save(GameTime.java:1748) at zombie.network.GameServer.sendPlayerConnect(GameServer.java:1853) at zombie.network.GameServer.receivePlayerConnect(GameServer.java:3826) at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:1210) at zombie.network.GameServer.main(GameServer.java:357)Connection Lost for id=1 username=RayWongConnection Lost for id=2 username=MaksTakerConnection Lost for id=2 username=nullConnection Lost for id=1 username=nullConnection Lost for id=2 username=nullConnection Lost for id=2 username=nullConnection Lost for id=3 username=nullConnection Lost for id=3 username=null http://rghost.ru/8hmdZbsgG Link to comment Share on other sites More sharing options...
nwr Posted January 23, 2015 Author Share Posted January 23, 2015 If you want to try a fix I've been working on for this:Download this ZIP file and extract it into your server's ProjectZomboid directory (wherever the media/ and zombie/ directories are).This will change some of the Lua files, so clients connecting will get "Lua files don't match" errors. Set DoLuaChecksum=false in the server's .ini file if you want to test this with clients joining.This should reduce the "finish loading cell" times a lot, although there might be other causes I haven't discovered yet. Lots of Erosion objects does increase the load time, but I haven't seen 5 second load times yet. That's definitely better, now finish cell loading ~700ms:*** SERVER STARTED ****server is listening on port 16261connecting to public server listUser lacee is trying to connect.Connected new client lacee ID # 0 and assigned DL port 16262testing TCP download port 16262client connected to TCP download port 16262 okloaded chunks for cell 166,96 ms=418.67654loaded chunks for cell 166,97 ms=362.45187RecalcAll for cell 166,96 ms=1997.573RecalcAll for cell 166,97 ms=2416.9265loaded2=[]finish loading cell 166,96 ms=2540.2986loaded2=[]finish loading cell 166,97 ms=700.2321loaded chunks for cell 165,97 ms=44.976143RecalcAll for cell 165,97 ms=232.57248loaded2=[]finish loading cell 165,97 ms=584.5851loaded chunks for cell 165,96 ms=138.4806RecalcAll for cell 165,96 ms=177.67143loaded2=[]finish loading cell 165,96 ms=615.5104loaded chunks for cell 165,98 ms=211.89096loaded chunks for cell 166,98 ms=237.16252RecalcAll for cell 165,98 ms=465.6067RecalcAll for cell 166,98 ms=523.2783loaded2=[]finish loading cell 165,98 ms=1250.3823loaded2=[]finish loading cell 166,98 ms=681.87646loaded chunks for cell 164,97 ms=57.149204loaded chunks for cell 164,98 ms=98.28331RecalcAll for cell 164,97 ms=256.88007RecalcAll for cell 164,98 ms=359.16537loaded2=[]finish loading cell 164,97 ms=830.9981loaded2=[]finish loading cell 164,98 ms=627.8606 But I've got some: loaded2=[]finish loading cell 170,98 ms=969.4551loaded chunks for cell 171,98 ms=26.135971RecalcAll for cell 171,98 ms=233.1984loaded2=[]finish loading cell 171,98 ms=809.5926янв 23, 2015 2:56:03 PM zombie.ai.astar.AStarPathFinder findPathSEVERE: nulljava.lang.ArrayIndexOutOfBoundsException: 4548 at zombie.core.utils.ExpandableBooleanList.setValue(ExpandableBooleanList.java:71) at zombie.ai.astar.AStarPathFinder.addToClosed(AStarPathFinder.java:1014) at zombie.ai.astar.AStarPathFinder.findPath(AStarPathFinder.java:625) at zombie.ai.astar.AStarPathFinder.Cycle(AStarPathFinder.java:247) at zombie.PathfindManager$PathfindJob.Process(PathfindManager.java:291) at zombie.PathfindManager$PathfindJob.access$0(PathfindManager.java:259) at zombie.PathfindManager.run(PathfindManager.java:110) at zombie.PathfindManager.access$0(PathfindManager.java:58) at zombie.PathfindManager$2.run(PathfindManager.java:375) at java.lang.Thread.run(Thread.java:745)янв 23, 2015 2:56:03 PM zombie.ai.astar.AStarPathFinder findPathSEVERE: nulljava.lang.ArrayIndexOutOfBoundsException: 4548 at zombie.core.utils.ExpandableBooleanList.setValue(ExpandableBooleanList.java:71) at zombie.ai.astar.AStarPathFinder.addToClosed(AStarPathFinder.java:1014) at zombie.ai.astar.AStarPathFinder.findPath(AStarPathFinder.java:625) at zombie.ai.astar.AStarPathFinder.Cycle(AStarPathFinder.java:247) at zombie.PathfindManager$PathfindJob.Process(PathfindManager.java:291) at zombie.PathfindManager$PathfindJob.access$0(PathfindManager.java:259) at zombie.PathfindManager.run(PathfindManager.java:110) at zombie.PathfindManager.access$0(PathfindManager.java:58) at zombie.PathfindManager$2.run(PathfindManager.java:375) at java.lang.Thread.run(Thread.java:745) Link to comment Share on other sites More sharing options...
nwr Posted January 15, 2015 Author Share Posted January 15, 2015 The server loads the map in blocks of 7x7 chunks at a time. (Each chunk is a 10x10 tile area).When the server finishes loading a cell, it prints out the other cells it still has to load in.In this case, it appears the server has a big back-log of cells to load in.Also, the "finish loading cell" times are quite long, 5.3 seconds, 3.5 seconds, 4.0 seconds and 3.8 seconds.After 2 days, I imagine the server is just running out of memory, you may want to keep an eye on that.It could be a memory leak getting worse over the 2 days.4 Players and 8Gb RAMloaded2=[]finish loading cell 149,102 ms=3952.8682loaded chunks for cell 150,101 ms=41.700172loaded chunks for cell 150,102 ms=37.380596RecalcAll for cell 150,101 ms=124.82262RecalcAll for cell 150,102 ms=123.9954[loaded2=[]finish loading cell 150,101 ms=3291.6377loaded chunks for cell 150,100 ms=11.942501playersloaded2=[]finish loading cell 150,102 ms=3352.7864Unknown command playersRecalcAll for cell 150,100 ms=126.89577loaded2=[]finish loading cell 150,100 ms=2855.4624Players connected (3):-Sazerac-optional-Rattleheadloaded chunks for cell 183,72 ms=11.903647loaded chunks for cell 184,72 ms=12.505292RecalcAll for cell 183,72 ms=121.32469RecalcAll for cell 184,72 ms=119.332loaded2=[]finish loading cell 183,72 ms=2957.7622User Ara> is trying to connect.Connected new client Ara> ID # 8 and assigned DL port 16264testing TCP download port 16264client connected to TCP download port 16264 okloaded2=[]finish loading cell 184,72 ms=2869.4949loaded chunks for cell 151,100 ms=10.210245loaded chunks for cell 151,101 ms=11.580391RecalcAll for cell 151,100 ms=119.640854RecalcAll for cell 151,101 ms=120.96185loaded2=[]finish loading cell 151,100 ms=2825.705loaded2=[]finish loading cell 151,101 ms=2879.4504loaded chunks for cell 185,70 ms=10.065434loaded chunks for cell 185,71 ms=9.682536loaded chunks for cell 185,72 ms=10.952149RecalcAll for cell 185,70 ms=194.35239RecalcAll for cell 185,71 ms=143.9832RecalcAll for cell 185,72 ms=280.0478loaded2=[]finish loading cell 185,70 ms=3606.666 Link to comment Share on other sites More sharing options...
nwr Posted February 8, 2015 Author Share Posted February 8, 2015 If you see that error with GameTime.save() again, can you post your server's map_t.bin file? There's too much data being written for some reason. And another one(after I removed previous)map_t.zip Link to comment Share on other sites More sharing options...
nwr Posted January 25, 2015 Author Share Posted January 25, 2015 If you want to try a fix I've been working on for this:Download this ZIP file and extract it into your server's ProjectZomboid directory (wherever the media/ and zombie/ directories are).This will change some of the Lua files, so clients connecting will get "Lua files don't match" errors. Set DoLuaChecksum=false in the server's .ini file if you want to test this with clients joining.This should reduce the "finish loading cell" times a lot, although there might be other causes I haven't discovered yet. Lots of Erosion objects does increase the load time, but I haven't seen 5 second load times yet. I've got a problem when I restarted the server with that fix:*** SERVER STARTED ****server is listening on port 16261connecting to public server listconnecting to public server listUser Alexander Petrovich is trying to connect.Connected new client Alexander Petrovich ID # 0 and assigned DL port 16262testing TCP download port 16262Error with packet of type: 2 for Alexander Petrovichjava.nio.BufferOverflowException at java.nio.HeapByteBuffer.put(HeapByteBuffer.java:183) at java.nio.ByteBuffer.put(ByteBuffer.java:832) at zombie.GameWindow.WriteStringUTF(GameWindow.java:1991) at zombie.GameWindow.WriteString(GameWindow.java:1977) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:231) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:222) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:237) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:223) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:237) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:223) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:237) at se.krka.kahlua.j2se.KahluaTableImpl.save(KahluaTableImpl.java:223) at zombie.GameTime.save(GameTime.java:1748) at zombie.network.GameServer.receiveClientConnect(GameServer.java:3684) at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:1329) at zombie.network.GameServer.main(GameServer.java:357)TCP port test: accept() timed out, client will have to try again and nobody can connect after that. UPD: "rm -rf ./Multiplayer/servertest/" helped me Link to comment Share on other sites More sharing options...
EasyPickins Posted February 8, 2015 Share Posted February 8, 2015 It looks like there are 1192 farm plots, I guess that is the problem.We'll have to use a different method of sending map_t.bin to the clients. EDIT:It turns out the client doesn't need the camping/farming/trapping modData, so this is fixable by not sending that stuff to the client. But I found another problem, it takes the server 3.5 seconds to save map_t.bin with that much data, and that happens every 10 seconds on the server. Link to comment Share on other sites More sharing options...
nwr Posted January 19, 2015 Author Share Posted January 19, 2015 Does the server use any mods? If so, try a server without mods enabled. The main thing that slows down the "finish loading cell" stage is all the LoadGridsquare callbacks. Those are calls from Java into Lua for every single map location after they are loaded, which is quite slow. Even a simple mod like the Spraypaint mod adds a LoadGridsquare callback, which is bad news for the server. The game itself uses LoadGridsquare callbacks for farming, trapping, rainbarrels, and camping which is something of a concern without mods adding any extra work. On my laptop the "finish loading cell" stage took 1093, 384, 282, and 242 ms from a cold start just now.No mods, clean server. If I do a hard reset(rm -rf ./Multiplayer/servertest/) - cell loading become normal ~150ms, but after 2-3 real days(20 players online max) it will be 5+sec again, even if I restart the server. May be it's errosion or loot respawn? Link to comment Share on other sites More sharing options...
ModdedTibby Posted February 9, 2015 Share Posted February 9, 2015 EasyPickins on top of things, Easy will that hotix work for windows servers? if so i would like to try to it out Link to comment Share on other sites More sharing options...
EasyPickins Posted February 9, 2015 Share Posted February 9, 2015 EasyPickins on top of things, Easy will that hotix work for windows servers? if so i would like to try to it out Yes, it will work on Windows. Link to comment Share on other sites More sharing options...
ModdedTibby Posted February 9, 2015 Share Posted February 9, 2015 awesome! ill give it a shot and see what happens, i haven't had nearly as bad of load times as he has, but still non the less might be worth a shit! Link to comment Share on other sites More sharing options...
nwr Posted January 14, 2015 Author Share Posted January 14, 2015 After 2 days, I imagine the server is just running out of memory, you may want to keep an eye on that.It could be a memory leak getting worse over the 2 days.I have 20 players online and -Xms6g/-Xmx6g. Ok, next time I'll try 8g/10g with the same conditions. Link to comment Share on other sites More sharing options...
lan-online Posted March 3, 2015 Share Posted March 3, 2015 If you want to try a fix I've been working on for this:Download this ZIP file and extract it into your server's ProjectZomboid directory (wherever the media/ and zombie/ directories are).This will change some of the Lua files, so clients connecting will get "Lua files don't match" errors. Set DoLuaChecksum=false in the server's .ini file if you want to test this with clients joining.This should reduce the "finish loading cell" times a lot, although there might be other causes I haven't discovered yet. Lots of Erosion objects does increase the load time, but I haven't seen 5 second load times yet. Hi! Can we expect these changes to the build of 31? Or the server part will not be affected?Fix fine, but it does not allow to include verification Lua, which leads to a large number of cheaters. Link to comment Share on other sites More sharing options...
EasyPickins Posted March 3, 2015 Share Posted March 3, 2015 The changes are in IWBUMS Build 31 already. Link to comment Share on other sites More sharing options...
EasyPickins Posted January 25, 2015 Share Posted January 25, 2015 If you see that error with GameTime.save() again, can you post your server's map_t.bin file? There's too much data being written for some reason. Link to comment Share on other sites More sharing options...
nwr Posted January 18, 2015 Author Share Posted January 18, 2015 Server just started, 1 player, 14G RAM, 4x3.2GHz Xeon:*** SERVER STARTED ****server is listening on port 16261connecting to public server listUser Dobby is trying to connect.Connected new client Dobby ID # 0 and assigned DL port 16262testing TCP download port 16262client connected to TCP download port 16262 okloaded chunks for cell 151,140 ms=165.00122loaded chunks for cell 152,140 ms=72.63654loaded chunks for cell 151,141 ms=46.840588loaded chunks for cell 152,141 ms=44.824715loaded chunks for cell 151,142 ms=87.95642loaded chunks for cell 152,142 ms=74.23387RecalcAll for cell 151,140 ms=860.9991RecalcAll for cell 152,140 ms=434.21915RecalcAll for cell 151,141 ms=160.43575RecalcAll for cell 152,141 ms=245.04771RecalcAll for cell 151,142 ms=153.41873RecalcAll for cell 152,142 ms=132.37213loaded2=[]finish loading cell 151,140 ms=6556.6655loaded2=[zombie.network.ServerMap$ServerCell@3e2463a0, zombie.network.ServerMap$ServerCell@4708bd3f, zombie.network.ServerMap$ServerCell@ec09788, zombie.network.ServerMap$ServerCell@61c6949]finish loading cell 152,140 ms=6283.6123loaded2=[zombie.network.ServerMap$ServerCell@4708bd3f, zombie.network.ServerMap$ServerCell@ec09788, zombie.network.ServerMap$ServerCell@61c6949]finish loading cell 151,141 ms=5720.8335loaded2=[zombie.network.ServerMap$ServerCell@ec09788, zombie.network.ServerMap$ServerCell@61c6949]finish loading cell 152,141 ms=5705.814loaded2=[zombie.network.ServerMap$ServerCell@61c6949]finish loading cell 151,142 ms=5885.9463loaded2=[]finish loading cell 152,142 ms=5306.5728 Each cell loading 5sec+ Link to comment Share on other sites More sharing options...
EasyPickins Posted January 13, 2015 Share Posted January 13, 2015 The server loads the map in blocks of 7x7 chunks at a time. (Each chunk is a 10x10 tile area).When the server finishes loading a cell, it prints out the other cells it still has to load in.In this case, it appears the server has a big back-log of cells to load in.Also, the "finish loading cell" times are quite long, 5.3 seconds, 3.5 seconds, 4.0 seconds and 3.8 seconds.After 2 days, I imagine the server is just running out of memory, you may want to keep an eye on that.It could be a memory leak getting worse over the 2 days. Link to comment Share on other sites More sharing options...
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nwr
I have a Linux x64 server(3.2x2 GHz) and after some time(~2 days) I start to recieve A LOT of huge messages like that:
Game zones loading become VERY slow and CPU at 100%, but Ping stay low.
PZ v30.15
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