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Problem with lag!Please Help!


leonscottkennedy

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Hello Maxcheaters.I need to ask something.I have opened a Lineage 2 server (L2J) on a deticated server with 16 GB Ram 8-core prossessor and 100Mbps internet speed and 2 x 2TB Hard drive.Server have around 100 people and when someone change his class all online players get a lag for about 3-5 seconds.Can anybody tell me what should I do to stop this?Server just started.Please help.I am using navicat as database and windows server 2008.

 

Thanks a lot and sorry if I am at wrong topic but I am in a hurry.

 

EDIT : GAMESERVER says this :

 

Client [Character: ******[268533936] - Account: ******* - IP: ***.**.***.***] -

Disconnected, too many queue overflows.

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Hello Maxcheaters.I need to ask something.I have opened a Lineage 2 server (L2J) on a deticated server with 16 GB Ram 8-core prossessor and 100Mbps internet speed and 2 x 2TB Hard drive.Server have around 100 people and when someone change his class all online players get a lag for about 3-5 seconds.Can anybody tell me what should I do to stop this?Server just started.Please help.I am using navicat as database and windows server 2008.

 

Thanks a lot and sorry if I am at wrong topic but I am in a hurry.

 

EDIT : GAMESERVER says this :

 

Client [Character: ******[268533936] - Account: ******* - IP: ***.**.***.***] -

Disconnected, too many queue overflows.

pack?
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L2J Freya.need version?

 

EDIT : I found a possible solution in L2J Forum but is it right?

 

It says I have to change this :

 

# ---------------------------------------------------------------------------

# Client packet queue tuning

# ---------------------------------------------------------------------------

# Queue size, do not set it too low !

# 0 - use value MaxReadPerPass + 2 (from mmo.properties)

# Default: 0

ClientPacketQueueSize = 4000

 

# Maximum number of packets in burst.

# Execution will be aborted and thread released if more packets executed in raw.

 

# 0 - use value MaxReadPerPass + 1 (from mmo.properties)

# Default: 0

ClientPacketQueueMaxBurstSize = 3900

 

# Maximum number of packets per second.

# Flood detector will be triggered if more packets received.

# After triggering all incoming packets will be dropped until flooding stopped.

# Default: 80

ClientPacketQueueMaxPacketsPerSecond = 2000

 

# Average number of packets per second calculated during this interval.

# Using larger value decrease number of false kicks, but slower reaction to flood.

# Avoid using too low or too high values, recommended between 3 and 10.

# Default: 5

ClientPacketQueueMeasureInterval = 8

 

# Maximum average number of packets per second during measure interval.

# Flood detector will be triggered if more packets received.

# After triggering all incoming packets will be dropped until flooding stopped.

# Default: 40

ClientPacketQueueMaxAveragePacketsPerSecond = 2000

 

# Maximum number of flood triggers per minute.

# Client will be kicked if more floods detected.

# Default: 2

ClientPacketQueueMaxFloodsPerMin = 2

 

# Maximum number of queue overflows per minute.

# After overflow all incoming packets from client are dropped until queue is flushed.

# Client will be kicked if more queue overflows detected.

# Default: 1

ClientPacketQueueMaxOverflowsPerMin = 3

 

# Maximum number of buffer underflows per minute.

# Client will be kicked if more underflow exceptions detected.

# Default: 1

ClientPacketQueueMaxUnderflowsPerMin = 2

 

# Maximum number of unknown packets per minute.

# Client will be kicked if more unknown packets received.

# Default: 5

ClientPacketQueueMaxUnknownPerMin = 5

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