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Your sleep latency information is in your console when you start your server. I know linux has it, think Windows does, not sure about macs. Here's what mine looks like:

Inserting lib directory in LD_LIBRARY_PATH:
/home/homunculus/ThinkTanks/lib
Sleep latency: 7ms
--------- Loading MODS ---------
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script game/main.cs.
Loading compiled script game/client/defaults.cs.
Loading compiled script game/server/defaults.cs.
Missing file: game/client/prefs.cs!
Loading compiled script game/server/prefs.cs.
%
--------- Parsing Arguments ---------
%
--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
%

Was reading some info from the game legends, quick overview: (I Imagine and it looks like TT does this too)

 

On startup of a dedicated server, legends will time your sleep latency,
and suggest a sleep timer mode. IT WILL HOWEVER DEFAULT to using the cpu
friendly "1 ms nanosleep" mode if no sleep mode argument is specified
to stop sysadmins from raising their hackles.

 


'Much more info here-> http://planetthinktanks.com/comm-thread.asp?thread=12572&forum=9

Wondering what yours is and if there really is a large difference, or if it even makes a difference.

Now just have to figure out how turn it off to test...

 

Wednesday, April 26, 2006 at 9:50:28 PM

Hmmm, mine doesn't say anything like that. No wonder your server is so laggy! J/k XD

 

 

-Rx

 

 

Wednesday, April 26, 2006 at 10:33:37 PM

Orbz> STARTING UP.

Orbz> Nonblocking terminal input properly initialized.

Orbz> Sleep time for 1ms sleep == [1ms]

Orbz> Console Initialized.
Console> Terminal control established properly.
#>
--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.

 

Thursday, April 27, 2006 at 3:38:24 AM

A TT server's sleep latency on my faster (gaming) Linux PC is 2ms.

A TT server's sleep latency on my slower dual-CPU (server) Linux PC is 3ms.

Thursday, April 27, 2006 at 11:03:52 AM

My Mac server's sleep latency is as reported by Napalm.

I don't get an Add comment box at the bottom of the technical support thread that NUTS! Linked to so I'll add this here. I experimented with these preferences at one time but have forgotten my conclusions and observations.

(found in Resources/game/client/prefs.cs)
$pref::Net::PacketRateToClient = "10";
$pref::Net::PacketRateToServer = "32";
$pref::Net::PacketSize = "200";

I do remember that the 10 or 32 changed on my dedicated server when CADC was skipping through.

Thursday, April 27, 2006 at 4:44:56 PM

Well it seems as though macs have the sleep latency set at 1ms. Has anyone tried turning it off? Have yet to figure it out in linux, haven't had to much time yet. I do find it ironic that my "weaker" computer has a lower sleep latency time at 2 ms, compared to the 7 ms. Not sure if that because one is running suse and the other mepis. I had swapped my vid cards so I would play on my weaker computer, host on stronger. Might have to change that back..

@bc
Ya I have changed those setings in my server machine to
$Pref::Net::PacketRateToClient = 24;
$Pref::Net::PacketRateToServer = 32;
$Pref::Net::PacketSize = 400;

Seems like it helps. I did notice that when you have a full server the "packets" really fly and are hard to monitor.

I think if one changes the packet setting and gets rid of the sleep function we may be able to knock a little more lag out of our games. Don't think it will get rid of the lag from the 56k and weak computer people, but maybe it won't affect the server as bad.

 

Friday, April 28, 2006 at 8:03:29 PM

It's fairly plain for me. Games are not good of there are more than 8 players.

You cross a certain point in with network traffic and area to play (at leats on the smaller maps) becomes critical.

10 players on these smaller maps is simply frustrating, there's no room to "play", we just gather at the goal and bump our way in. Exceptionally boring. It's just too small and too busy.

On the other hand, some of the older maps are just too big and game play suffers. The whole thing feels real slow.

 

 

Thursday, May 04, 2006 at 4:41:46 AM

Yeah stinky I feel your pain about the smaller maps. Last TBM game was on a smaller map. I played the second game as a heavy so I wouldn't keep running into my own team so much, lol.

I have noticed that since I opened up the settings a bit I don't run into the trees as much when the server gets over 8. Haven't had a chance to really verify anything yet though.

From what I have learned there is no way to turn off or modify the sleep function, its hard coded into the game (thanks for that info John). Since its hard coded it can not be changed. I will keep looking into with legends though, can modify there and test.

My theory is/was that when people with either high ping or weak/slow computers or "laggers". The server starts to adjust to them with the sleep function to smooth out the game. Depending upon the degree of the lag, how many people and the map affects how much adjusting goes on. If you have just one lagger not so bad, a few, you get the picture. I think another reason for the sleep was to keep the cpu usage on the server machine to a minimum as well, same theory. My hope was that by turning off the sleep function it would use more of the cpu since I have dedicated computer for serving it wouldn't matter as much. This way we just have to deal with just general network lag. I think the game would still feel and play the same for all, maybe real bad laggers would see a little more skipping?

My thoughts on how to lessen the lag with the current structure.
1. Server hosters open thier settings
2. Map makers/moders take your visability setting way down.

I believe number 2 may have the bigger impact. The less your computer sees, the less information it needs, blah blah blah. Personally I woud LOVE to see bigger maps (with the visibilty way down of course) and faster tanks. Think about it, think about it, heck even throw in a second goal to give a choice, droooll. Imagine, a big map, flying around, two goals......

 

Saturday, May 06, 2006 at 6:03:38 PM

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