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ArmA2 / DayZ LagMeter - Countermeasure against those lags (for Serveradmins only)

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ONLY FOR SERVERADMINS!

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Function:

The LagMonitor is only made for Serverhosts/admins to get a feedback about changes in their configuration.

If an Administrator/Host change anything on his Hard-/Software of the Server. How does he know if lags or other performance issues are getting better afterwards? Atm a Admin can only depend on the Feedback of Players.. and this is misleading, even if the Admin itself is the player who is generating this Feedback.

With the LagMonitor you will get information about the situation which can be compared to previous configuration states.

Roadmap:

V1.0 will be only a passive LagMeter, for the beginning all data will be commulated based on day, hour or minute and linked together.

Here a overall roadmap:

v0.1.: Getting a rough overview of 'pending messages' per day/hour/minutes from the serverside logfile 'arma2oaserver.rpt'.

- Actually this is the information which tells you, the server are holding back information - user are getting desynched.

- IF you manage to decrease the number, usually the desync and lags will be gone too.

v0.2.: Getting the count of players currently connected to the server, linked with the data of v0.1.

- It doesnt mean much if you have no 'pending messages' as long as only one player is connected.

- The server.log file will be used for this.

v0.3.: Getting the count of connect/disconnect.

- It will be also interessting to see if the desync will be greater if the server get hammered. Usually it does, but how much.

v0.4.: Getting all spoofable 'Actions' of players.

- For example: Picking up Items, Eat sth... ect.

v0.5.: Connecting to the WMI System of Windows to get CPU/RAM/Network Card Indicatores too

- Maybe desync appear if your CPU is on maximum and you wasn't aware of this.

later releases may even able to scan for lags/desync actively, but atm i will focus on 'aftermath' monitoring.

Download & Current Version:

- http://dayzmod.com/forum/attachment.php?aid=1219

- Mirror #1: http://files.sticed.com/index.php/files/get/AvFEw9Iv8C/loganalyser-v0.0.2.3.zip

Screenshots:

- v0.0.1 - higher count = more pending messages = more desync and lags.

v001l.png

%7Boption%7D

Latest News:

20.06.2012 - First public release v0.0.2.3.

12.06.2012 - Board Thread Created.

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Why create a thread on a project that you're still developing? This makes no sense at all, apart from getting a "whoo! someones doing something about lag that we do not really know what it actually does apart from getting us graphs of lagspikes!"

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Why create a thread on a project that you're still developing? This makes no sense at all' date=' apart from getting a "whoo! someones doing something about lag that we do not really know what it actually does apart from getting us graphs of lagspikes!"

[/quote']

That's the entire point. He simply informed us that he's making a tool which will hopefully be useful for Server Admins to show them when their server is lagging and such. Although I've heard that the latest lagspikes were because of servers being unable to properly process vehicle actions, I still like this tool and hope a version will be released soon.

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@blergh,

I am sorry. It seems i wasn't clear enough in the description above. The LagMonitor is only made for Serverhosts/admins to get a feedback about changes in their configuration.

Just answer yourself the following question:

If an Administrator/Host change anything on his Hard-/Software of the Server. How does he know if lags or other performance issues are getting better afterwards? Atm you can only depend on the Feedback of Players.. and this is misleading, even if you are self the player who is generating this Feedback.

With the LagMonitor you will get information about the situation which can be compared to previous configuration states.

And about the fact this isn't ready yet, just ignore it, if you think this doesn't deserve any kind of attention from you. But if you didn't realized it yet, this is a great community where people share their thoughts, even give you sometimes a helping hand. In the end it can mean that more important features are getting implemented by more then only myself in less time instead of having an finished solution which nobody is interested in.

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I am not bashing the idea as a whole, i am just questioning what it actually does and such. A bit more in-depth elaboration would be sweet!

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I agree with blergh. I'd like to know about how it monitors "lag," what the definition of "lag" is in this case, and what is its benchmark to compare numbers? Just to get an idea of what this program will be able to do and how it monitors the server. :)

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@blergh,Thygrrr,

no problem :) as you wished. I've edited the first post so you can see the Roadmap and get further information about 'how it will work'.

About v0.0.1:

- LagMeter is now able to filtered for all 'pending' messages out of the arma2oaserver.rpt file.

- its possible to accumulate it on second base.

- result will be written to a *.txt file.

Benchmark:

- 935151 Entries scanned from a 51,5 MB sized arma2oaserver.rpt file, cumulated, written in the result file in 2 seconds

Result:

For this earlier state i didn't used a self implemented Graph Creator...

More/Higher lines means more 'pending' messages, which means desync and/or lags.

v001l.png

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About v0.0.2:

I think, i will reach soon a publishable edition... the first edition helped already to change the configuration of DE10 to a nearly non laggy state. It's just interesting that on 14 o'clock (UTC-6) on both configurations a lag spike hits the server.

New:

- GUI with basic navigation created.

- Group by (seconds/minutes/hours) is now possible.

- Installation package with automatic online update created.

Fixed:

- Creating a Chart after an initial start of the Program caused an error.

Issues:

- The Chart displays only times where lags occured. Times where no lag occured are not listed and make it hard to compare graphs.

Before:

v0022.png

v002.png

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About v0.0.2.3:

1. Start the Server with a clean/empty/not existing rpt file (...\arma 2 operation arrowhead\cfgdayz\)

2. let it run 6-24 hours

3. Shutdown the server, rename the log file and check the renamed! logfile with the lagmeter.

4. if you see there are to high spikes, then you should change your Configuration.

5. After that start the server again with a clean log ... see 1.

x. Do this until you're happy with the situation of your server.

I recommend to not try to load the current in Use Log of your server.

I also not recommend to use this tool directly on your server, even if its possible there could be problems am not aware of.

New:

- nothing

Fixed:

- Timeline didn't catched 'zero' lag times.

Known Issues:

- Log loading takes sometimes up to 30 seconds.

- If the Logfile doesn't exist on the designated position, the program crash.

Download:

- Use it at OWN RISK!

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Download Link is broken, i will upload another one in some hours.

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Very interesting. I will check it out when it's back up.

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