Jump to content
  • 0

Server: Network message XXXXXX is pending


Brutus

Question

Since the server moved to mod 1.0.4.2 the arma2oaserver.RPT spawned with those error 
and getting constant come and go yellow and red chain
 
What's the problem and what to do for fixing this?
 
 
14:07:51 Server: Network message 8d94b1 is pending
14:07:51 Server: Network message 8d94d8 is pending
14:07:51 Server: Network message 8d94d9 is pending
14:07:51 Server: Network message 8d94da is pending
14:07:51 Server: Network message 8d94db is pending
14:07:51 Server: Network message 8d94dc is pending
14:07:51 Server: Network message 8d94dd is pending
14:07:51 Server: Network message 8d94de is pending
14:07:51 Server: Network message 8d94df is pending
14:07:51 Server: Network message 8d94e0 is pending
14:07:51 Server: Network message 8d94e1 is pending
14:07:51 Server: Network message 8d94e2 is pending
14:07:51 Server: Network message 8d94e3 is pending
14:07:51 Server: Network message 8d94e4 is pending
14:07:51 Server: Network message 8d94e5 is pending
14:07:51 Server: Network message 8d94e6 is pending
14:07:51 Server: Network message 8d94e7 is pending
14:07:51 Server: Network message 8d94e8 is pending
14:07:51 Server: Network message 8d94e8 is pending
14:07:51 Server: Network message 8d94e8 is pending
14:07:51 Server: Network message 8d94e9 is pending
14:07:51 Server: Network message 8d94ea is pending
14:07:51 Server: Network message 8d94eb is pending
14:07:51 Server: Network message 8d94ec is pending
14:07:51 Server: Network message 8d94ed is pending
14:07:51 Server: Network message 8d94ed is pending
14:07:51 Server: Network message 8d94ee is pending
14:07:51 Server: Network message 8d94ef is pending
14:07:51 Server: Network message 8d94f0 is pending
14:07:51 Server: Network message 8d94f1 is pending
14:07:51 Server: Network message 8d94f2 is pending
14:07:51 Server: Network message 8d94f3 is pending
14:07:51 Server: Network message 8d94f4 is pending
14:07:51 Server: Network message 8d94f5 is pending
14:07:51 Server: Network message 8d94f6 is pending
14:07:51 Server: Network message 8d94f7 is pending
14:07:51 Server: Network message 8d94f8 is pending
14:07:51 Server: Network message 8d94f9 is pending
14:07:51 Server: Network message 8d94fa is pending
14:07:51 Server: Network message 8d94fa is pending
14:07:51 Server: Network message 8d94fa is pending
14:07:51 Server: Network message 8d94fb is pending
14:07:51 Server: Network message 8d94fc is pending
14:07:51 Server: Network message 8d94fd is pending
14:07:51 Server: Network message 8d94fe is pending
14:07:51 Server: Network message 8d94ff is pending
14:07:51 Server: Network message 8d9500 is pending
14:07:51 Server: Network message 8d9501 is pending
14:07:51 Server: Network message 8d9502 is pending
14:07:51 Server: Network message 8d9503 is pending
14:07:51 Server: Network message 8d9504 is pending
14:07:51 Server: Network message 8d9505 is pending
14:07:51 Server: Network message 8d9505 is pending
14:07:51 Server: Network message 8d9506 is pending
14:07:51 Server: Network message 8d9507 is pending
14:07:51 Server: Network message 8d9508 is pending
14:07:51 Server: Network message 8d9509 is pending
14:07:51 Server: Network message 8d950a is pending
14:07:51 Server: Network message 8d950b is pending
14:07:51 Server: Network message 8d950c is pending
14:07:51 Server: Network message 8d950d is pending
14:07:51 Server: Network message 8d950e is pending
14:07:51 Server: Network message 8d950f is pending
14:07:51 Server: Network message 8d9510 is pending
14:07:51 Server: Network message 8d9511 is pending
14:07:51 Server: Network message 8d9512 is pending
14:07:51 Server: Network message 8d9513 is pending
14:07:51 Server: Network message 8d9514 is pending
14:07:51 Server: Network message 8d9515 is pending
14:07:51 Server: Network message 8d9516 is pending
Link to comment
Share on other sites

Recommended Posts

  • 0

Server FPS at peak is 15fps on Cherno

Intel Xeon 8 core, 32gb ram, 2tb raid 0

This blew my mind :o . You have like 5 times my FPS at 50 players with pretty much same server specs, basic.cfg and startup parameters. You also have twice my amount of objects. I have 2 unraided SSDs for disks (one for OS and game and one for DB), but I can't imagine that would be so much worse. I tried removing all addons but this didn't help much.

Feels like I'm missing something essential.

What OS are you running?

Do you have any server.cfg tweaks?

Do you have any my.ini tweaks?

Running RAMdisk?

 

Any tips would be greatly appreciated since all this tweaking is giving me grey hair.

Link to comment
Share on other sites

  • 0

I agree that sounds nuts Dave...

 

This is what I'm used to :D

 

Line 885: 14:44:49 "DEBUG FPS : 3.81862"
Line 1170: 14:49:50 "DEBUG FPS : 3.54925"
Line 1359: 14:54:51 "DEBUG FPS : 3.09418"
Line 1565: 14:59:52 "DEBUG FPS : 2.76769"
Line 1796: 15:04:53 "DEBUG FPS : 2.83386"
Line 2088: 15:09:55 "DEBUG FPS : 2.69496"
Line 2342: 15:14:57 "DEBUG FPS : 2.63201"
Line 2552: 15:19:58 "DEBUG FPS : 2.849"
Link to comment
Share on other sites

  • 0

 

Just posting our basic.cfg we are having success with.

 

In a 3 hour restart period it's around 600-700kb with 7k items in database and constant 50 players. Paste this in and on restart the latitude and longtitude are automatically inserted. MaxCustomFileSize optional for custom faces.

MinBandwidth=1097152;
MaxMsgSend=256;
MaxSizeGuaranteed=512;
MaxSizeNonguaranteed=64;
MinErrorToSendNear=0.029999999;
MaxCustomFileSize=80000;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;

MGT, I just want to say thank you for posting this.

 

Not sure what I did to screw it up in the first place but this completely fixed my "wait for host"

Link to comment
Share on other sites

  • 0

Well I've tried with various settings over the past week, including MGTs, and still the problem persists. Not sure where to go with this now. The problem got significantly more widespread in one of the recent updates, but here we are fiddling with the server parameters rather than the update which has seemingly caused it. One would assume if it was my provider, I would have seen this from day one, but this is not the case. Rapidly losing the will to keep my server going now because of the complaints about lag etc this is causing, even though the server FPS is apparently normal or even quite good.

Link to comment
Share on other sites

  • 0

Well I've tried with various settings over the past week, including MGTs, and still the problem persists. Not sure where to go with this now. The problem got significantly more widespread in one of the recent updates, but here we are fiddling with the server parameters rather than the update which has seemingly caused it. One would assume if it was my provider, I would have seen this from day one, but this is not the case. Rapidly losing the will to keep my server going now because of the complaints about lag etc this is causing, even though the server FPS is apparently normal or even quite good.

 

I would put it down to network congestion, or possibly even being capped/throttled.

 

I'm in the opposite boat now, we have no pending messages, but the server FPS is dropping <5 when the server gets busy (e.g. >30 players, it slowly degrades down and down until it's at 1FPS with 40-50 players). Tried removing all mods one by one, removing pook/bell helicopters completely, moved AI to HC - the only thing left is wiping all the base objects/vehicles (which have also been culled/cleaned immensely).

 

Added some debugging code to a few places, looks like every time a vehicle is local to a player (e.g. when they are driving it), and the the damage event handler gets fired, it sets a variable publicly on the vehicle, and also runs PVS to notify the server of the damage. Considering this can be fired several times over a few milliseconds for a small crash, it could be causing issues with high player counts + high vehicle counts. This could be reduced by buffering it for a frame or two, I'll do some testing - seems to be the same in DayZ 1.8 though.

 

Another strange one is this in the player monitor FSM - "{ _x call fnc_veh_ResetEH; } forEach vehicles;" - "vehicles" seems to contain a lot more than just the standard vehicles, e.g. base objects and what not.

 

MGT, out of interest could you post some screenshots of #monitor output when the server is busy?

Also, in regards to your server, are you running all four of your instances from the same machine? Do you set the affinity at all?

 

 

The problem still exist. And of course, the problme that arma crashes on server also exists.

I wont patch to the next version of epoch because its gettin worse each time!

 

I've had a fair amount of issues, but yet to see the ARMA instance actually crash

Link to comment
Share on other sites

  • 0

My Arma instance crashed also lately like every 20min. After 50% of the bases are getting lost, i wiped the server and started from new on.

Now everything runs stable and no netwrok error messages so far (its 6 hrs online till now).

 

Well i will give you guys feedback, when i identify the problem.

Link to comment
Share on other sites

  • 0

My Arma instance crashed also lately like every 20min. After 50% of the bases are getting lost, i wiped the server and started from new on.

Now everything runs stable and no netwrok error messages so far (its 6 hrs online till now).

 

Well i will give you guys feedback, when i identify the problem.

Link to comment
Share on other sites

  • 0

About 40000 rows  in Database (objects).

 

Anyways, i guess the Database is the problem, or the missions... one of these two are the bottleneck.

 

Now after 19 hrs the server runs very fine without any crash or desync problems. Also the Traders are loading very fast and open doors and safes are instant now.

Link to comment
Share on other sites

  • 0

Server crashes again, after an clean installation of epoch and arma2.

It havent crashed before the patch. There shpuld be any fix out there. I heard of another server admin, that they get it to work, but he wont tell me how to do it. He said he put some old pbo files from an old patch into something. I dont know.

Link to comment
Share on other sites

  • 0

 

Just posting our basic.cfg we are having success with.

 

In a 3 hour restart period it's around 600-700kb with 7k items in database and constant 50 players. Paste this in and on restart the latitude and longtitude are automatically inserted. MaxCustomFileSize optional for custom faces.

MinBandwidth=1097152;
MaxMsgSend=256;
MaxSizeGuaranteed=512;
MaxSizeNonguaranteed=64;
MinErrorToSendNear=0.029999999;
MaxCustomFileSize=80000;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;

i seem to be getting a fair few red disconnects with these settings :S

Link to comment
Share on other sites

  • 0

MinBandwidth=103715200;
MaxMsgSend=256;
MaxSizeGuaranteed=512;
MaxSizeNonguaranteed=64;
MinErrorToSendNear=0.029999999;
MaxCustomFileSize=80000;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;

 

changed to that, no more red's

Link to comment
Share on other sites

  • 0

Ok, some more tweaking and this is the best one yet, using on my Cherno server which is never below 35 players, usually full at 50 my rpt log over 3 hours is around 800kb with barely any pending messages

MinBandwidth=1097152;
MaxMsgSend=128;
MaxSizeGuaranteed=1024;
MaxSizeNonguaranteed=64;
MinErrorToSendNear=0.029999999;
MinErrorToSend=0.0049999999;
MaxCustomFileSize=0;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_W=800;
Resolution_H=600;
Link to comment
Share on other sites

  • 0

 

Ok, some more tweaking and this is the best one yet, using on my Cherno server which is never below 35 players, usually full at 50 my rpt log over 3 hours is around 800kb with barely any pending messages

MinBandwidth=1097152;
MaxMsgSend=128;
MaxSizeGuaranteed=1024;
MaxSizeNonguaranteed=64;
MinErrorToSendNear=0.029999999;
MinErrorToSend=0.0049999999;
MaxCustomFileSize=0;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_W=800;
Resolution_H=600;

 

What's your namalsk one like?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×
×
  • Create New...