Netgore Server Stress Test

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Posts: 1030

Darkfrost and I are going to do a semi-public stress test next week's weekend probably. It'll just be one map and no GUI or anything, just to check how much lag there is in comparison to vbGore. So the more people who show up the better.

As soon as we've decided on a date & hour I'll post it here and hopefully we'll see you guys then!

name wrote:
IP: overlo dot servegame dot com Port1: 5850 Port2: 5851 Port3: 5852

Posts: 531

nice, where abouts are you? europe, US times are different Tongue and im busy weekends Tongue even more so as its my 18th (legal drinking/strip bar age) tommorow Tongue

There are 10 types of people in this world - Those who understand Binary and those who don't.

Posts: 1030

Brussels/Europe (GMT+1), but don't worry I'll host it late in the evening for me so it'll be somewhere in the afternoon in the US. I'll post a worldtime link with the appropriate time once we have one Wink

Posts: 180

SWEETNESS =D

Posts: 1030

So anyone wanna make a 'Publish your game' wiki page?

EDIT: Nvm, did it myself.

Posts: 1030

The Stress test server is online, Dark & I will try to keep it online 24/7 (and make sure it uses the latest svn release)

IP: overlo dot servegame dot com
Port1: 5850
Port2: 5851

It's just a default Netgore server so you should be able to login with the default client (except that you'll need to change the ip and ports). Give it a shot and see how much lag there is when there's several people online at the same time.

Note that this server runs on a Windows Server 2008 computer in my garage so there will probably be lag, but you might wanna compare it to the current Saturn Valley Online lag and see if it's less than the vbGore server.

Posts: 1691

I take it its safe to assume you'll be using the SVN versions?

Also, if anyone is planning on trying to purposely crash it through stuff like packet editing, please don't. There are so many Debug.Asserts all over the place, especially in the server, that are specifically for development. For instance, if you send a packet with an invalid ID, the server will ignore it, but it will also result in a Debug.Fail and show a message box.

Not sure if there is any way to force the Debug.Assets/Fails to not be included except for building as release, but then you lose a lot of good debugging support.

Posts: 1030

Skye wrote:
The Stress test server is online, Dark & I will try to keep it online 24/7 (and make sure it uses the latest svn release).

Posts: 1691

Soo... that is a no then? Tongue

Posts: 143

I find the best way to stress test is to go to the local College/Uni and borrow a PC room. Load up the client on 30-50 pc's and try and connect them

Posts: 1030

Huh? I don't get you Spodi, I thought the bold pointed out we WILL use the Netgore SVN >_>

What use is it to use a modified public test server >_> so to clarify: This server uses the GoogleCode Netgore SVN and we'll try to keep it up to date with your commits.

@Ellimist I could ask the Student Service at my college if I could do that next week. Anyways I would like the NPC/movement bug fixed before I do it though.

Posts: 263

@Skye, I think he was joking Tongue

Posts: 143

well you should know there is at least 3 ways to crash the server atm which anyone may do by accident

1. Move to map #2
2. Mouse over any item in inventory for a few seconds
3. ??? haven't figure it out yet

Posts: 1030

Well, for some reason you can't even move so crash 1 is out of the question. Confirmed #2:

name wrote:
System.Collections.Generic.KeyNotFoundException was unhandled Message="The given key was not present in the dictionary." Source="mscorlib" StackTrace: at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at NetGore.IO.PropertySync.PropertySyncHelper.GetPropertySyncs(Type type) in C:\_SERVER_\NetGore\IO\PropertySync\PropertySyncHelper.cs:line 74 at NetGore.IO.PersistableHelper.Write(Object obj, IValueWriter writer) in C:\_SERVER_\NetGore\IO\Persistable\PersistableHelper.cs:line 34 at DemoGame.DbObjs.ItemTable.WriteState(IValueWriter writer) in C:\_SERVER_\DemoGame\DbObjs\ItemTable.cs:line 915 at DemoGame.Server.ServerPacket.SendInventoryItemInfo(InventorySlot slot, ItemEntity item) in C:\_SERVER_\DemoGame.Server\Networking\ServerPacket.cs:line 306 at DemoGame.Server.User.SendInventoryItemStats(InventorySlot slot) in C:\_SERVER_\DemoGame.Server\World\Map\Entities\Characters\User.cs:line 620 at DemoGame.Server.ServerPacketHandler.RecvGetInventoryItemInfo(IIPSocket conn, BitStream r) in C:\_SERVER_\DemoGame.Server\Networking\ServerPacketHandler.cs:line 307 at NetGore.Network.MessageProcessorManager.Process(IIPSocket socket, Byte[] data) in C:\_SERVER_\NetGore\Network\MessageProcessor\MessageProcessorManager.cs:line 185 at NetGore.Network.MessageProcessorManager.Process(SocketReceiveData rec) in C:\_SERVER_\NetGore\Network\MessageProcessor\MessageProcessorManager.cs:line 105 at NetGore.Network.MessageProcessorManager.Process(IEnumerable`1 recvData) in C:\_SERVER_\NetGore\Network\MessageProcessor\MessageProcessorManager.cs:line 201 at DemoGame.Server.ServerPacketHandler.Process(IEnumerable`1 recvData) in C:\_SERVER_\DemoGame.Server\Networking\ServerPacketHandler.cs:line 911 at DemoGame.Server.ServerSockets.Heartbeat() in C:\_SERVER_\DemoGame.Server\Networking\ServerSockets.cs:line 45 at DemoGame.Server.Server.GameLoop() in C:\_SERVER_\DemoGame.Server\Server.cs:line 308 at DemoGame.Server.Server.Start() in C:\_SERVER_\DemoGame.Server\Server.cs:line 498 at DemoGame.Server.UI.frmMain.ServerThread() in C:\_SERVER_\DemoGame.Server\UI\frmMain.cs:line 343 at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() InnerException:

Posts: 1691

Ellimist wrote:
2. Mouse over any item in inventory for a few seconds

Are you using an older revision (such as the latest release)? If so, I wouldn't be surprised that you get that error. If you get it with the latest revision, then its a bug.

Posts: 143

I use the latest SVN for bug testing

Posts: 1030

Yep, I tested with latest svn and it still happens.