Server Issues: Crashes, Lag, Restarts, Rollbacks

Announcements about major changes in Haven & Hearth.

Re: Server Status: Horrible Lag

Postby theTrav » Mon Mar 01, 2010 2:04 am

my understanding is that the web(forum, resource dload, java dload) and the game server itself share the same net connection and loftar has reduced resources from the web server so that it doesn't crowd out the game.

I don't know if he can separate the .jar downloads from the rest of the server, so basically we're stuck with it being a bit slow to get in, but ok once we're in.

If you use the jnlp link for pacho's client or the play button up top for the default client then it'll cache things so you only need to dload it once, which is nice
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Server Status: Horrible Lag

Postby martinuzz » Tue Mar 02, 2010 5:50 am

Posting just to compliment on apparent improvements that have been made to the game to reduce lag. 300+ players, and still no noteworthy lag.
Great work!
martinuzz
 
Posts: 381
Joined: Sat Dec 19, 2009 12:41 pm

Re: Server Status: Horrible Lag

Postby VoodooDog » Tue Mar 02, 2010 7:26 am

i have horrorble lag. it feels like fps lag, cant play :(
VoodooDog
 
Posts: 856
Joined: Sat Aug 01, 2009 10:27 pm

Re: Server Status: Horrible Lag

Postby Blackash » Tue Mar 02, 2010 10:21 pm

Although Java is known for its lag in relation to on line games. This game, though wonderful in nature is truly struggling with regards to the lag itself. The thing I find interesting is that you have players that claim there is zero lag while many others receive unplayable lag at the same time. Although these inconveniences bother me I feel perhaps being constructive would offer a better solution to everyone: (Please keep in mind that I have not throughly investigated how many if any of these are valid to this situation. They are simply Ideas to offer up resolutions to the developers.)

Some things to take under consideration.

1:)OPENDNS might be an option to bypass any restrictions the local cable company may be applying to you, its worth researching at the very least.

2:) Having the games website and game server located in the same spot makes ALL searches and reference to the website lower game performance. Regardless of how well programmed the game is, if there's data coming out of two applications from the same location it will split the bandwidth.

3:) A log in server that would filter requests from the game itself, this would allow you to filter players using more than one client at a time. Thus lowering lag. Multi-clienting should not be something supported in a free game, not only does it slow down the rest of the ACTIVE players but it limits the progression chain of the game world by players exploiting their desire for higher productions. (To clarify, mac addresses can be recorded via log in server and if duplicates are found a error of "game already started" could be applied.)


Edit: As of today 03/03/10 The lag seems to have reduced drastically. The play is much smoother overall for about 2 to 3 hours. I am unsure if any changes were made or if i happened to be one of the lucky ones to hit a fast node. Regardless the game is playable :)

4:) Data filtration, place the load on the players not yourselves. Supply more data in the original download and reduce the amount of data being sent from your servers at any one time. A method of implementation would be to supply all images, sounds, basic lists of items/objects in your launcher. This would host the files on the players pc and they would only need to contact the site to retrieve WHERE to put those files, or when to play them.

5:) Maximum ping latency disconnections. If players are running low bandwidth connections they are slowing down how fast the data can be transfered out. They create a bottleneck while the server is attempting to "hold packages" for them. Players with high ping (as with any other game) should be last priority. They should also have a timeout happen if the extension of said ping continues for a specific time. (this may curtail multi-client players also. As they open more clients it would increase the ping per account eventually timing all of them out at once.)

((Final note: I realize none of these sound like good ideas to players who are currently abusing a free game, but keep in mind that these methods would ensure a player could play...and thats the point of the game..to play!)
Last edited by Blackash on Thu Mar 04, 2010 5:27 am, edited 1 time in total.
Blackash
 
Posts: 1
Joined: Fri Feb 26, 2010 6:40 am

Re: Server Status: Horrible Lag

Postby VoodooDog » Wed Mar 03, 2010 12:19 pm

before the reset i had 0,0 lag like this.
now it seems i play with an c64 :(
VoodooDog
 
Posts: 856
Joined: Sat Aug 01, 2009 10:27 pm

Re: Server Status: Horrible Lag

Postby g1real » Wed Mar 03, 2010 12:39 pm

I donated, the free game thing doesnt apply to me. ;)
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
User avatar
g1real
 
Posts: 881
Joined: Sun Aug 09, 2009 10:30 am
Location: You are now breathing manually.

Re: Server Status: Horrible Lag

Postby Georgeio » Wed Mar 03, 2010 9:18 pm

Guess the lag is time to time. :(
Image
User avatar
Georgeio
 
Posts: 4
Joined: Wed Mar 03, 2010 5:53 pm
Location: In hiding

Re: Server Status: Horrible Lag

Postby Gregor » Sun Mar 07, 2010 5:07 am

when doing a tracepath on the server i found that the server itself is the only one >100ms

Normal state, game being in a fairly playable state:
12 78 ms 74 ms 76 ms cty1-bbrs.gigabiteth1-2.swip.net [130.244.205.122]
13 119 ms 194 ms 104 ms 213.101.208.103

when things get worse so that i get kicked, freeze or lag like hell the response time is >500ms and i see packet loss on the last hop - starting the client then is also slow to impossible.

So it could be a good idea to split up the server in at least DB/game and website, while the website preferably uses a replication of the part of DB it needs (i guess that would be the user table to do the logins).

Downside is that this surely will cost $ for another server.
Gregor
 
Posts: 13
Joined: Fri Mar 05, 2010 9:13 pm

Re: Server Status: Horrible Lag

Postby mikaela1988 » Sun Mar 14, 2010 6:08 pm

The server crashed while I was holding my boat. Does this mean I will lose it because I won't be able to log-in at that place? =(
I don't know how to go back there because I've been walking for almost 3hrs to get to NB.
mikaela1988
 
Posts: 32
Joined: Mon Feb 08, 2010 4:09 pm

Re: Server Status: Horrible Lag

Postby Xilliah » Sun Mar 14, 2010 6:18 pm

There was more lag than I've ever experienced before, and now I disconnected and can't connect.
User avatar
Xilliah
 
Posts: 57
Joined: Fri Mar 12, 2010 4:47 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot] and 9 guests