Sim Racers 4 Life
Server Issues - Printable Version

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RE: Server Issues - 1959nikos - 27-10-2015

gorgias1976 Wrote:
1959nikos Wrote:
gorgias1976 Wrote:maybe some driver with a high bandwith in his setting could be eating up all bandwith inside the server.

Is there a way each of us check this for himself?

Previously it was defined at the Multiplier.ini, so now it should be in it's related .json file

When you can, please tell me how to check, what Im looking for.


RE: Server Issues - mel1c - 27-10-2015

I think it is this Gorgias is talking about:

"Net Connection Type":4,
"Net Connection Type#":"0=28k, 1=56k, 2=ISDN, 3=128kbps cable\/dsl 4=256+kbps cable\/dsl, 5=LAN, 6=custom",


RE: Server Issues - gorgias1976 - 27-10-2015

Yes, here it is
in rFactor2\UserData\player\Multiplayer.json there are several parameters related to badnwidth

"Downstream Rated KBPS":128
"Downstream Rated KBPS#":"Rated downloading speed of connection, in kilobits per second",

"Net Connection Type":3,
"Net Connection Type#":"0=28k, 1=56k, 2=ISDN, 3=128kbps cable\/dsl 4=256+kbps cable\/dsl, 5=LAN, 6=custom",

"Upstream Rated KBPS":128,
"Upstream Rated KBPS#":"Rated uploading speed of connection, in kilobits per second"

"Max Data Per Client":9999,
"Max Data Per Client#":"if desired, a per-client upload limit (in kbps) will be used if lower than the computed throttle rate",


RE: Server Issues - Axe - 27-10-2015

SimHQ limit the client to 512kbps. They often have to tackle with big crowds.
http://simhqmotorsports.com/forums/index.php?/topic/10084-sces-autumn-optimal-client-network-settings/

Quote:Yes, the advice I was provided from ISI was 256 up/down or at most 512 up/down for the client side. That is why I am surprised Andrew saw a benefit. The server has ample bandwidth and I usually run the pipe at 14 MB up/down, but limit the max user setting to 512 up/down. The explanation was, with a wide variance of connection speeds, narrowing the numbers should prove helpful. In no way do I doubt what James Andrew says though because I'm convinced it may be uncharted territories for ISI also. I'll check again with them to re- re- reconfirm.

Quote:Following-up on the topic, I'm discussing it with one of the rF2 engineers that handle network code, and will report in here soon as I have something resolved.



RE: Server Issues - gorgias1976 - 27-10-2015

Could it also be that running 128kbps in a crowded server could not be enough and therefore cause bottle necks?


RE: Server Issues - Axe - 27-10-2015

if you are asking me, unfortunately I can not answer. I have not forced to dip deep to this things. My knowledge is only pieces from the web. But I have just remembered to this thread where another experienced guy share his know how:
http://isiforums.net/f/showthread.php/24977-Internet-and-Server-Question

Quote:At VEC we have our server set to 17Mb/17Mb and we host 45 teams with a hand full of spectators, lots of driver swaps for 24 hours without a problem. rF2 is very clever about how it conserves bandwidth. The thing you have to look out for when hosting is although you get 50/10 domestically, you may only really get 7/2 internationally. Our older server for VEC had a 600/600Mb connection but only got those rates domestically. When testing I saw we could get about 50/50 to most countries but some only 24/24 so to play it safe we throttled the server to 17/17. I would sugest using a tool like speedtest.net and browse around the map to pick servers all over the world to see what sort of rates you get. If you're only really planning on a domestic audience then you are probably fine setting your server to 45/7 or something like that. I think a lot of times the dedi will act strange if you set the rate too high and the server doesn't throttle to stay within the limits. It seems a little counter intuitive that lowering the limits on the dedi would actually produce better results but it does in some cases.

Quote:Calculating a rate per car is tricky because the rate goes up exponentially.

Let's say each car transmits 2000bytes/sec (I'm just throwing out a random number here) to the server and you have three cars on the server. The server now has to send that 2kb*3 to each car (excluding sending a player's own data to himself).

So it isn't just <telemsize>*<drivercount> = <totalupstream>
So in that case it would only be 2000*3=6000kb/sec

But is's really more like <telemsize> * <drivercount> ^ 2 - <telemsize> * <drivercount> = <totalupstream>
So in reality it's 2000*3^2-2000*3=12,000kb/sec

But look when you add more drivers:
2000*20^2-2000*20=760,000kb/sec

So it grows fast.

The unknown is the exact size of the telemetry packets. Also, the server is very smart about how often it updates players. For example. Player A and B are on one side of the track and Player C is on the other. The server reduces the rate at which is reports the status of Player A and B to player C because it knows they are very far apart. You can see this in client side replays when selecting a car that is far away from your own. You will notice unessential stuff like gear changes is almost completely missing sometimes. The server also knows that A and B are close to each other so it will send the data for those two players rapidly. Sorry, I am probably not wording this very well. hahaha. Long story short, it's hard to take a calculator and determine how many cars you can get on a server with X amount of bandwidth. You could calculate a worst case scenario where you know how much bandwidth it would take for the server to not have to throttle at all. But that is about it.

Quote:Another thing to note is that the dedi will show the percentage of allocated bandwidth being used. You will notice the downstream is hardly used at all because it's only getting one copy of the telem from each car. It's the ustream that gets hammered because of the way it has to send copies of the telem from each driver to everyone on the server.

Quote:
Quote:Quote Originally Posted by Spinelli View Post
1. So for the guy running the room (not an actual server, just my regular PC that I'll be playing on at the same time) the upload speed is more important, but for the players joining, their download speed is more important? Is that correct?


2. Can a good ping make up for bad down/up speeds, and Vice-versa?
1: Correct

2: Not really. You need both.



RE: Server Issues - Axe - 27-10-2015

thinking more about the topic:
I would say it is important to distinct the settings on the server side and on the client side.
Narrow download bandwith on client side could cause problems but I think only on client side - dissapearing/lagging opponents, because you are unable to download the data from all of the cars. I would estimate that on the client even narrow upload bandwith should be sufficient because only client telemetry is uploaded which I would expect to be small data package.
On the opposite on the server side the upload bandwith has to be mighty because have to feed each client with the data from all other clients and especially at the start of the race when all cars are in one pack.
From what we saw on sunday I would say the problem is on the server side because probably all of participants struggled some problems.

But of course current problems can be also build related...

And take my post more as a brainstorming than expert advice I really do not feel as an authority...


RE: Server Issues - Paul Swire - 01-11-2015

After tonight's poor performance of the server I have decided I am going to do a major cleanup.

This will involve the server being off line for a couple of days while I do this. The website may go down a few times during this so don't be alarmed when you get a "Not Found" message in your browser, just come back a bit later and it will be there.

Just that every time I need to restart the box the site will go down for 5-10 mins.

I think this is going to be the best option at the moment, there are quite a lot of things that are on there that we don't need anymore and I think this is chocking the bandwidth.

Cheers
Paul


RE: Server Issues - 1959nikos - 01-11-2015

Good decision Paul and thanks for the effort


RE: Server Issues - Hedlund - 01-11-2015

Great. Hope it solves the problem Smile


RE: Server Issues - Axe - 02-11-2015

New post at SCES forum with suggested settings for both server and clients
http://simhqmotorsports.com/forums/index.php?/topic/10084-sces-autumn-optimal-client-network-settings/&do=findComment&comment=104954


RE: Server Issues - Paul Swire - 04-11-2015

Server is now working can you please test

Thanks
Paul


RE: Server Issues - bullwinkle - 05-11-2015

working for me


RE: Server Issues - cookie - 05-11-2015

bullwinkle Wrote:working for me

i think we need to test 15 or more people


RE: Server Issues - Hedlund - 05-11-2015

Let's do some testing tonight then. I can do a couple of races.


RE: Server Issues - Axe - 05-11-2015

unfortunately, all todays attempts ended with "sever connection failed" message Sad


RE: Server Issues - 1959nikos - 06-11-2015

Axe Wrote:unfortunately, all todays attempts ended with "sever connection failed" message Sad

Strange, a lot of us got in there.


RE: Server Issues - DJCruicky - 07-11-2015

Think last night there was 2 or 3 people unable to get on the server while the session was in race.
Paul can you see what you have the "Closed Race Sessions" setting set too in the Multiplayer.JSON?

Code:
"Closed Race Sessions":1,
    "Closed Race Sessions#":"0 = open to all (currently N\/A), 1 = open but drivers will be pending an open session, 2 = closed",

Cheers


RE: Server Issues - Paul Swire - 08-11-2015

I've changed the setting to allow people to join during race. So they will now be pending during a race.


RE: Server Issues - DJCruicky - 08-11-2015

Thanks Paul.