13440130

Member
Recently, I have some problems with the server。
I use the JustUO。
Recently always inexplicable delay. very lag。
When I Ping host. Delay is normal。But in the game,very lag。
please help me.
My friends can't play the game.

Some of the contents of the record above, will not have a relationship with it? I don't understand, I hope someone can help me.



# 2016/11/1 5:19:42
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:21:37
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:26:33
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:27:12
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:27:24
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:29:36
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:29:38
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:29:50
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:32:06
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:34:44
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)


# 2016/11/1 5:42:24
at Server.Mobile.Delta(MobileDelta flag)
at Server.Mobile.GetStatOffset(StatType type)
at Server.Mobiles.BaseCreature.get_HitsMax()
at Server.Network.MobileHitsN..ctor(Mobile m)
at Server.Mobile.ProcessDelta()
at Server.Mobile.ProcessDeltaQueue()
at Server.Core.Main(String[] args)
 

Attachments

  • lag1.png
    lag1.png
    923.9 KB · Views: 20
  • lag2.png
    lag2.png
    904.8 KB · Views: 20
okay, without me having access or knowing what the system you are running is, it's looking like there is a major delay (lagg) being caused from the Server end to the client, this can be caused by a few different things.... what i would suggest is shutdown the current server and load a clean one no mods or anything in it, and go on that NEW clean server with the client and check the lag issue if it is still there then it might be an issue between the client isp and the server ip (if it's not on the same network) if on the same network check and make sure that the server itself has all it's updates and that the firewall is configured corrrectly, now if it is a remote server check with whom ever u have the server with that is it complely up to date and have them try a restart of the server as well as a network flush of the DNS there could be packet loss there... but before you go that far check the code first as it may be something in the code causing a major lag between server and client...
 
I would really recommend updating to ServUO.

JustUO is very out dated and is also shut down.
 
i Agree with @Tasanar the servuo code update may actually fix the issue but if you are really wanna stay with the current one it will not be an easy task to figure out whats casing the issue, if all u know if could even be the amount spawned on your server you will have to go threw alot of steps to find the issue.... for myself i am more of a computer tech/support guy and just getting back into coding so if it is code side i would look into spawns before any actual code.... but i do suggest looking into possible hardware u might not have enought ram or even cpu to be able to run everything u are trying to, and that WILL cause the lagg
 
It appears you have modified the HitsMax in Basecreature, which is causing the server to send a lot of packets to get the statoffset.

But yes, you should consider updating your server to ServUO. JustUO is not being actively maintained.
 
It appears you have modified the HitsMax in Basecreature, which is causing the server to send a lot of packets to get the statoffset.

But yes, you should consider updating your server to ServUO. JustUO is not being actively maintained.
Can you help me to see it. If the replacement servuo. The player's data will be emptied. This is really not a good news
 

Attachments

  • BaseCreature.cs
    205.9 KB · Views: 1
It appears you have modified the HitsMax in Basecreature, which is causing the server to send a lot of packets to get the statoffset.

But yes, you should consider updating your server to ServUO. JustUO is not being actively maintained.

StatOffset is always called in HitsMax when an arbitrary hitsmax (which becomes the hitsmaxseed) is declared, which most creatures have by default. On the other hand, the issue might be with something else altering the HitsMax repeatedly.

Is the server hosted on your local machine? If so, you'll always get ridiculously fast times, while the others' clients have to upload packets to you, then download packets from you. Note that upstream data rates are usually much lower than downstream, so it could be bottlenecking there.

Further, if you have loads of things on the server, it might be maxing out your machine's RAM or CPU, and that would obviously slow it down too.
 
StatOffset is always called in HitsMax when an arbitrary hitsmax (which becomes the hitsmaxseed) is declared, which most creatures have by default. On the other hand, the issue might be with something else altering the HitsMax repeatedly.

Is the server hosted on your local machine? If so, you'll always get ridiculously fast times, while the others' clients have to upload packets to you, then download packets from you. Note that upstream data rates are usually much lower than downstream, so it could be bottlenecking there.

Further, if you have loads of things on the server, it might be maxing out your machine's RAM or CPU, and that would obviously slow it down too.

I am a rented server.

intel xeon e5-26xx 2.50ghz
ram 4GB
windows server 2008 r2 enterprise


The problem is when I run locally
i use 127.0.0.1
in game,
Ping will occasionally reach 200-300ms
 

Active Shards

Donations

Total amount
$0.00
Goal
$1,000.00
Back