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Posted

Hello, i use l2off pack c4 and i have a serious problem, when the time ingame changes up to 00:00 and 06:00 all the server gets lagged for a while (aproximately 5sec of general lag). Do you know what is? 

My Connection shows a peak of 15mb in that moment, regularly has a consumption of 4 - 6 mb 

 

Thanks

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  • 0
Posted

There are IO buffer pools, limited to 4, 8 or 16 instances (depending on your machine and chronicles) and the same amount of IO threads. So simultaneously you can send 4 or 8 or 16 packets. And if you have 100 ppl online, at the 00:00 EXTRA 100 packets will be sent (apart from other packets, which are sending or queued for sending).

 

Also, for L2Server MAX IO thread number depends on number of (virtual as well) processors. So, if you have machine with 4 cores, you will have only 4 IO buffer pools and 4 IO threads. This is pretty the reason for lag. Also, network throughput might be an issue as well. Bot most probably, both.

  • 0
Posted (edited)

I have this settings  

l2server.ini

IOBufferPool = 40000

 

in cache.ini

IOBufferPool = 40000

SQLExeclimit = 10000

IOthreadcount = 16 (i doubdt about this parameter)

 

Processor of 4 cores 4 threads 2.8ghz 16 GB DDR4 2400MHz  and a NVME disk

 

Extra data (edit):

Pending Write: After a day 1440000/16k (90) aproximately with 400 / 500ppl or more

 

what do you recommend?  Thank you in advance

Edited by Nevermind25
Extra data, i dont want to make other response for it
  • 0
Posted (edited)

try
l2server.ini
IOBufferCount=8192

 

cacheD
IOBufferCount=1024

 

IOthreadcount < ---  i do not use that and the option is not in my  .ini


SQLExecLimit=5000

 

( i do not use pool setup at .ini config )

if you set amount bigger than your ram is going to lag
and also it will eat lot resources of your computer as virtual memory
but be aware if iobuffercount reachs 0  server will crash


i rly dunno about the  broadcast making global lag
never experienced such thing as lazy to settime 
and used invalid sunrise many times  as mine is custom farm / pvp  non retail doesnt matter unless if you run retail   then you must use correct sunrise    

 

 

btw wich server/extender youre using ?
i hope ure not using the L2Patch С4 Shareware for god sake...

Edited by etherian
  • 0
Posted (edited)
On 3/8/2019 at 1:35 PM, MasterToma said:

There are IO buffer pools, limited to 4, 8 or 16 instances (depending on your machine and chronicles) and the same amount of IO threads. So simultaneously you can send 4 or 8 or 16 packets. And if you have 100 ppl online, at the 00:00 EXTRA 100 packets will be sent (apart from other packets, which are sending or queued for sending).

 

Also, for L2Server MAX IO thread number depends on number of (virtual as well) processors. So, if you have machine with 4 cores, you will have only 4 IO buffer pools and 4 IO threads. This is pretty the reason for lag. Also, network throughput might be an issue as well. Bot most probably, both.


btw  master toma has explained it here
read this again nevermind  he is giving you the answer  to solve the problem
buffer pool is limited to the io threads logical and virtual cores 
40k for pool in l2server and 40k pool for cached is a bit crazy...
you have NASA computer?  : P

Edited by etherian
  • 0
Posted (edited)

i forgot  most important thing

if you want to run over 1k players no lag 

the real setup goes like

 

1 computer

runs SQL server

handles  CacheD  and Login server 

1 computer

runs l2server

 

1 computer

runs npc server

 

is a rly old way to setup
but if you want a real good dedicated stuff
you need to make the best internal network

such as that

Edited by etherian
  • 0
Posted
On 3/27/2019 at 4:34 AM, etherian said:

1 computer

runs l2server

 

1 computer

 runs npc server

 

You cannot do that, l2server and l2npc use shared memory to share data about creatures, items etc (CSharedCreatureData, CSharedItemData, ...) - they have to run on the same machine.

  • Like 1
  • 0
Posted

[server]
address="127.0.0.1"
port=2002

[CacheD]
address="127.0.0.1"
port=2008




never tryed to run in other machine just a suggestion i read back at C2/C3 times

if they have shared memory why then they can connect via port and ip?

thats bcz you can run separated in same internal LAN  network  or just direct ethernet pc to pc

 never had so much machines to do such thing

 

anyway  thanks for clarify

 

hows that ext ?  still at gracia final / epilogue ?

im working now for H5  if u make extender for basic high five could be cool

 

laters

  • 0
Posted

They have IP connections because all logic is still done via packet send/recv, they just have a shared "data pool" to pull current information from, basically is how to look at it. but l2server/l2npc must be on same machine still

  • 0
Posted
4 hours ago, pada said:

They have IP connections because all logic is still done via packet send/recv, they just have a shared "data pool" to pull current information from, basically is how to look at it. but l2server/l2npc must be on same machine still

if some data goes over TCP why KR wouldn't fully use that for whole communication?

that "data pool" is heavily used to justify using shared mem instead? 

  • 0
Posted
6 hours ago, AlmostGood said:

if some data goes over TCP why KR wouldn't fully use that for whole communication?

that "data pool" is heavily used to justify using shared mem instead? 

That's how large servers work in general.

 

You cache a bunch of data for immediate access, and then use a longterm database for storage. Every interaction goes through the cache, and only the cache updates the longterm storage. This way you'll always get the most recent data, and you prevent incorrect/duplicate database entries.

 

In this case, the data pool contains all items and npcs. Yes, it's used heavily.

  • 0
Posted
On 3/27/2019 at 5:34 AM, etherian said:

i forgot  most important thing

if you want to run over 1k players no lag 

the real setup goes like

 

1 computer

runs SQL server

handles  CacheD  and Login server 

1 computer

runs l2server

 

1 computer

runs npc server

 

is a rly old way to setup
but if you want a real good dedicated stuff
you need to make the best internal network

such as that

its very old suggestion, which don't have any sense right now. Even 5-6k online could easily be handled on one Dedicated. Confirmed on practice

  • 0
Posted (edited)

Hello friends i come again with the same problem. 

Here is a graphic preety similar of the game time and the excesive peak of upload

1- One instantaneously solution was change the datacenter to one that provides about 500mbps of symetric connection

2- The peaks stills there but the big connection covers that demand 

3- The connection traffic is normal on 1.5 to 2.5 mbps but when the sunrise/sunset come, the traffic goes to 10x than normal like the graphic explains. the server has a delay of a few seconds, aproximately of one minute of the game time 

4- I think that it cant be possible 10x traffic just for a sunset/sunrise is something so ridiculous!

I read you friends ! please just iluminate me couse im so confused.

I ve tried some solutions like setting Iobuffercount = 8192 in l2server.ini

 

***Edit***

The datacenter connection is of 10mbps up/down

peak.PNG

Edited by Nevermind25
Forgot to share data "connection"
  • 0
Posted (edited)
1 hour ago, Nevermind25 said:

Hello friends i come again with the same problem. 

Here is a graphic preety similar of the game time and the excesive peak of upload

1- One instantaneously solution was change the datacenter to one that provides about 500mbps of symetric connection

2- The peaks stills there but the big connection covers that demand 

3- The connection traffic is normal on 1.5 to 2.5 mbps but when the sunrise/sunset come, the traffic goes to 10x than normal like the graphic explains. the server has a delay of a few seconds, aproximately of one minute of the game time 

4- I think that it cant be possible 10x traffic just for a sunset/sunrise is something so ridiculous!

I read you friends ! please just iluminate me couse im so confused.

I ve tried some solutions like setting Iobuffercount = 8192 in l2server.ini

 

***Edit***

The datacenter connection is of 10mbps up/down

peak.PNG

 

If you keep using the same hardware as before. I might think there's a problem with that.

otherwise, I would install for example "NetLimiter Pro" and look at that time which application or what is consuming that bandwidth.

 

 

PD:If you have passed files from one server to another, maybe you have a virus that is using your server as part of a botnet to attack.

Edited by guytis

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