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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
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Seems to be doing me good. I'm in the same boat as MGT. Avg 28 players constantly. I do get it a few times but it down not really affect the player much. 

 

language="English";
adapter=-1;
3D_Performance=1;
Resolution_Bpp=32;
MinBandwidth=41943040;
MaxBandwidth=104857600;
MinErrorToSendNear=0.025;
MinErrorToSend=0.0070000002;
MaxCustomFileSize=0;
Windowed=0;
MaxMsgSend=128;
MaxSizeGuranteed=1400;
MaxSizeNonguaranteed=1024;
 
Once I hit 60 player my upload is around avg 12-14 MB with a burst of 20 for new player d/L the mission. Objects on the server is below 2000. Also running a MSO with 30 players on the same box
 
Mind you I get 600 Mbps down and 500 Mbps Up on a 1 GB connection
 
DcngEKx.png
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DayZ Epoch Team should have a look into it. This is discussed in more Topics, but yet no answer from any developer about it.

There is something changed from 1.0.4.1 to 1.0.4.2 that causes this error messages.

Nothing in the epoch code has changed substantially in 1.0.4.2 it was mainly just hotfixes, with some PV optimization to reduce network traffic.

 

The pending messages are telling you that there is desync since the server cannot process or send that particular packet at the given time. There are a couple ways to combat this, you can try raising your  NIC's TDP and UDP SEND buffers and you can optimize your bandwidth/server configuration according to your connection speed and configuration.

I tend to set my like so. NOTE: YOU CANNOT USE OTHER PEOPLE'S MIN/MAX BANDWIDTH!

MinBandwidth=131072; //test your connection speed to various points in the world where you think players will connect from, set this to the minimum speed for upstream obtained.

MaxBandwidth=10737418240; //I set this to my NIC's theoretical throughput - my server has a 10GBit lan connection, so it's 10737418240 - NOTE: sometimes it may help to set this to the highest upstream test result (usually the nearest location).

MaxMsgSend = 128; // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128 NOTE: Try increasing this setting if you have issues with packet pending.

MaxSizeGuaranteed = 512; // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512 NOTE: setting this value too high will result in requiring more shots to hit a player in order for the packet to be sent and the player to be killed (raising is not suggested).

MaxSizeNonguaranteed = 256; // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256 NOTE: never raise above the max size.

MinErrorToSend = 0.001; //this value can be raised slightly from it's default, raising it too much causes visual desync at range Default: 0.001

MinErrorToSendNear = 0.01; //this value can be raised slightly from it's default, raising it too much causes visual desync for near units, passengers in vehicles, etc. Default: 0.01

MaxCustomFileSize = 0; //Set this to 0 unless you specifically want players to be able to use custom faces, be conservative with this value!
 

 

 

An important thing to note is that many server admins use a tool called DaRT which requires the user to send all battleye log/filter info to it over the network, this is an awful way to do this. I suggest you familiarize yourselves with both the BE logs and filters as well as pyBEScanner. https://github.com/Torndeco/pyBEscanner

The advantage to using BE filters is that it will actually prevent any malicious code from being executed, thus it can prevent a nuke instead of just making a client's screen go white and disabling input. Not sending every single log over the network will reduce desync greatly; if you have the number (2 or 3) in any be log change it to 1, (7 or 6) to 5.

 

NOTE: NEVER EVER MODIFY class sockets{maxPacketSize = 1400;}; it will render users with enforced MTU values to be unable to connect (and also cause fragmentation).

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i'm still getting a lot of red chains. Any idea what I could change?

MinBandwidth=15728640;
MaxBandwidth=104857600;
MaxMsgSend=256;
MaxSizeGuaranteed=512;
MaxSizeNonguaranteed=64;
MinErrorToSend=0.0049999999;
MinErrorToSendNear=0.029999999;
MaxCustomFileSize=8000;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_Bpp=32;
class sockets
{
	maxPacketSize=1400;
};
Resolution_W=800;
Resolution_H=600;
serverLongitude=2;
serverLatitude=49;
serverLongitudeAuto=2;
serverLatitudeAuto=49;

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We've moved over to an 8 day maintenance cycle on objects.  Players don't seem to mind since it only requires 1 or 2 times to do a 1 minute up keep on their bases per week.  It's significantly reduced the number of objects on the server and because their bases cost money players tend not to build McMansions unless they are in a large group.

 

As to desync'ing, all our admins are trained to kick and eventually ban players if they are causing the issue.  I've been following MGT's approach to treating Low Bandwidth Bait with prejudice and most of our issues have disappeared because of it.  

 

We still get the occasional red chain when a few people log in when the server is full but it's usually for a few seconds and once they are in everything's good.

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MinBandwidth=115200000;
MaxBandwidth=1073741824;
MaxMsgSend=128;
MaxSizeGuranteed=256;
MaxSizeNonguaranteed=64;
MinErrorToSendNear=0.029999997;
MinErrorToSend=0.0019999994;
MaxCustomFileSize=0;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_Bpp=32;
class sockets
{
maxPacketSize=1400;
};
serverLongitude=23;
serverLatitude=41;
serverLongitudeAuto=23;
serverLatitudeAuto=41

Is my current basic.cfg. Keep in mind though that I am on a 1gbps line. So if u don't have that this probably won't work for you.

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Mine, Arma manages min and max bandwidth and fills out the server lat/long

 

We're running this on all our servers with Chernarus having 7k+ items in the database

What i've found, by having the min error to send near too low it can cause desync as the server is trying too much to correct errors, also with max size guaranteed above 512 it introduces desync and takes longer for shots to register. I've also played with max size non guaranteed and with it at 32/64/128 it can cause receiving data for longer than is acceptable. Hope this helps.

MaxMsgSend=192;
MaxSizeGuaranteed=512;
MaxSizeNonguaranteed=192;
MinErrorToSendNear=0.05;
MinErrorToSend=0.004;
MaxCustomFileSize=0;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;
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MinBandwidth=133120000;

MaxBandwidth=466240000;

MaxMsgSend=256;

MaxSizeGuaranteed=796;

MaxSizeNonguaranteed=64;

MinErrorToSendNear=0.029999997;

MinErrorToSend=0.0019999994;

MaxCustomFileSize=40000;

Windowed=0;

adapter=-1;

Resolution_Bpp=32;

3D_Performance=1;

Resolution_W=800;

Resolution_H=600;

serverLongitude=6;

serverLatitude=50;

 

run this on my 2 servers and got ~300-1k messages about pending in an 3h restart time with ~40-50 players realy better as i was on 40k+ messages before... im on a 1gbps

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Mine, Arma manages min and max bandwidth and fills out the server lat/long

 

We're running this on all our servers with Chernarus having 7k+ items in the database

What i've found, by having the min error to send near too low it can cause desync as the server is trying too much to correct errors, also with max size guaranteed above 512 it introduces desync and takes longer for shots to register. I've also played with max size non guaranteed and with it at 32/64/128 it can cause receiving data for longer than is acceptable. Hope this helps.

MaxMsgSend=192;
MaxSizeGuaranteed=512;
MaxSizeNonguaranteed=192;
MinErrorToSendNear=0.05;
MinErrorToSend=0.004;
MaxCustomFileSize=0;
Windowed=0;
adapter=-1;
3D_Performance=1;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;

 

Dave can you share your FPS diag from a full restart cycle?

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