PDA

View Full Version : fragalyzer lag


d3lux3
07-18-2005, 12:10 PM
hi from spain and excuse me for my bad english.
We've a unranked 64 players server, and with the server full we haven't any lag, but with fragalyzer enables, for bighammster stats, the server lag with more 32 players, if we disabled fragalizer then the lag is out.
What's happened? I was tried that fragalizer only save connect and score events and the same, server lag with more 32 players if fragalized is enabled
Please help we need stats free lags

satcomNL
07-18-2005, 12:48 PM
hey there!

what a coincidence! last weekend, we were playing, and we switched our server to 64 players.
and indeed at about 45 plyers lag became really noticable! Awfull!

we didnt switch the stats off, BUT i guess im gonna try that too!
as soon as we tried that, i'll get back to you.

i wish that ea would finish the fragalizer for us.... :(

satcomNL
07-18-2005, 09:53 PM
ok, back!
i just quit playing, and yes you are right!

the lag is caused by the stats script it seems.

THAT SUX!
a p3 3GHz with 1.5 gb of ram can only cope with 32 players + the stats script enabled.
i guess we have to wait for the official stats scipt from ea, IF it comes....

imported_xRandoMx
07-18-2005, 11:14 PM
If it parses and writes data as it occurs, you need better disk I/O.

If it parses and writes after each round(holding log data in ram during the round, as it accumulates), you need more ram.

A better way to do it would be to dump the data via a private network to a second host, which would be your loghost. The stats program I used for CS a long time ago worked this way, which kept it from putting any significant load on the gameserver while people were playing.

Tellerdreher
07-19-2005, 05:39 AM
Hmmm... it's no disk io issue since a file for a whole round is about 12kbytes per player (768kb for 64 players ~ 430bytes/s for a 30min round). Really TINY regarding the network traffic bf2 needs. This could be no problem. The other thing is that it needs not much memory (I have a statistic about the memory usage... no difference between fragalyzer on/off). I really think that this is a conceptual issue and that the "calls" to python for dumping the stats are the problem. Obviously it is not implemented as asynchron thread but lags the whole main server process. I think only EA/DICE can fix this issue with a better python implementation/integration or with some kind of fragalyzer written in C(++) and compliled to the main program. :hmm: