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dropped messages, is this normal?
Posted: 14 Sep 2010, 22:54
by udikantz
Hi,
Recently i have noticed an increase of of dropped messages in our server.
Would like you to take a look at the screen shoot of the admin console, and tell me if its normal or you see something suspicious.
Is there anything that we can do besides increasing the Queue size?
we currently have an average of 60 users online and aprox 30 npcs running on our server.
we usually send very small messages most of them are string formated, optimized to be as small as possible, we don't send data too frequently.
usually rooms contains 3-9 users and all the users in the room get the same messages from the server. at a maximum rate of a message every 2 secconds.
here is the screen shoot:

Posted: 14 Sep 2010, 23:07
by BigFIsh
In your config.xml file, what are your
Code: Select all
<ClientMessagQueue>
<QueueSize>xx</QueueSize>
<MaxAllowedDroppedPackets>xx</MaxAllowedDroppedPackets>
</ClientMessagQueue>
settings?
Furthermore, are your server sending data to the client at a frequent rate? i.e. NPC movements. Dropped message packages can occur if a client struggles to keep up with the incoming messages from the server due to slow internet speed.
Have you read the "Understand dropped messages" section of this
doc?
Posted: 15 Sep 2010, 01:11
by udikantz
Code: Select all
<ClientMessagQueue>
<QueueSize>100</QueueSize>
<MaxAllowedDroppedPackets>10</MaxAllowedDroppedPackets>
</ClientMessagQueue>
As i mentioned in my post the server is optimized to send mostly small string formatted messages at max rate of 1 message every 2 seconds to a certain user.
and mostly its a much lower rate than that.
yes i have read the doc and i couldn't find something that matches my case, and im not sure how bad is the situation, not sure if its normal or not.
We have a dedicated server with no traffic issues.
Posted: 15 Sep 2010, 03:35
by BigFIsh
As i mentioned in my post the server is optimized to send mostly small string formatted messages at max rate of 1 message every 2 seconds to a certain user.
According to your screenshot, you have sent a total of 865.4 MB worth of data in only 4 days. I'm not sure if this is a lot or normal for 60 users average as I haven't even got my game up and running yet..
On client side did you debug incoming messages from the server to confirm that the server isn't sending any excess data that you may not be aware of? If so, then perhaps some of your clients got a very slow internet speed..
Posted: 15 Sep 2010, 10:08
by udikantz
Yes, all the protocol and the client have been monitored for many many hours. there is no problem with that.
and the server is 60 clients and 30 npcs, the npcs receive and send data like every client so you can say its a 90 client average.
Posted: 16 Sep 2010, 07:02
by BigFIsh
Posted: 16 Sep 2010, 09:43
by udikantz
None of these topics are related to my problem,
My game is a turn based game, and the message rate are pretty slow i guess, maximum rate of 1 message every 2 secconds per user.
We are running on a 100mbps dedicated server, so i dont think there is a bandwidth problem.
what else can i check or do to find the source of these dropped messages?
Posted: 17 Sep 2010, 05:19
by Lapo
Everything is good in your screenshot.
190 dropped messages in almost 5 days is practically negligible. Dropped packet are caused by clients with bad connections and 200 dropped messages can be generated in 4-5 sessions from the same (or multiple) slow user(s)
Posted: 17 Sep 2010, 10:20
by mauro
I have a question about dropped messages.
When a client is disconnected because have many dropped messages, is fired any event in server side?
Thanks
Posted: 17 Sep 2010, 12:11
by Lapo
Yes, as with any disconnection the event is fired.
Posted: 17 Sep 2010, 13:30
by mauro
InternalEventObject.EVENT_USER_LOST is the event fired, or others?
Posted: 17 Sep 2010, 16:17
by Lapo
That's correct.