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Problem with CS:GO server | lag on round end and/or on kills


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MegasToRM
Member
Join Date: May 2012
Location: Serbia
Old 10-02-2016 , 18:29   Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #1

Hello.
Recently we've got us a new dedicated server, and it's pretty decent:
cpu E3-1241v2, 32GB RAM
2x 240GB Intel SSD
1gbit network

We're currently running Debian 8 (64bit).

We have one really annoying problem and that is when round reaches end (ends by itself) or in random case, when player gets killed.
Server is configured to be run as 128tick competitive server, without any extra plugins (just default SM 1.8 plugins)

I was monitoring it in-game and there is no loss or choke, and I've noticed that some of lines on the graph are getting really high at the time of the lag (to be more precise, it freezes up for around a 0.5s and teleports the players back a few steps).

Here is some of the information you may need.
Code:
status
hostname: [CS:GO] [Gather.RS] www.CyberShark.rs
version : 1.35.5.1/13551 370/6527 secure  [G:1:6921xx]
udp/ip  : 77.81.120.xxx:28005  (public ip: 77.81.120.xxx)
os      :  Linux
type    :  community dedicated
map     : de_dust2
gotv[0]:  port 29005, delay 105.0s, rate 32.0
players : 1 humans, 2 bots (16/0 max) (not hibernating)

# userid name uniqueid connected ping loss state rate adr
# 2 "GOTV" BOT active 32
#  3 2 "NULL" STEAM_1:0:53580638 20:32 79 0 active 128000 212.200.200.xxx:27005
# 5 "Ivan" BOT active 128
#end
Code:
stats
  CPU   NetIn   NetOut    Uptime  Maps   FPS   Players  Svms    +-ms   ~tick
  10.0   2697.7  69880.5      20     1  127.83       2    0.42    0.18    0.02
Code:
sm version
 SourceMod Version Information:
    SourceMod Version: 1.8.0.5931
    SourcePawn Engine: SourcePawn 1.8, jit-x86 (build 1.8.0.5931)
    SourcePawn API: v1 = 4, v2 = 11
    Compiled on: Oct  1 2016 10:17:31
    Built from: https://github.com/alliedmodders/sourcemod/commit/963059e
    Build ID: 5931:963059e
    http://www.sourcemod.net/
Code:
sm plugins list
[SM] Listing 16 plugins:
  01 "Basic Commands" (1.8.0.5931) by AlliedModders LLC
  02 "Anti-Flood" (1.8.0.5931) by AlliedModders LLC
  03 "Reserved Slots" (1.8.0.5931) by AlliedModders LLC
  04 "Basic Comm Control" (1.8.0.5931) by AlliedModders LLC
  05 "Player Commands" (1.8.0.5931) by AlliedModders LLC
  06 "Client Preferences" (1.8.0.5931) by AlliedModders LLC
  07 "Basic Ban Commands" (1.8.0.5931) by AlliedModders LLC
  08 "Sound Commands" (1.8.0.5931) by AlliedModders LLC
  09 "Admin Menu" (1.8.0.5931) by AlliedModders LLC
  10 "Basic Info Triggers" (1.8.0.5931) by AlliedModders LLC
  11 "Admin Help" (1.8.0.5931) by AlliedModders LLC
  12 "Admin File Reader" (1.8.0.5931) by AlliedModders LLC
  13 "Fun Commands" (1.8.0.5931) by AlliedModders LLC
  14 "Basic Chat" (1.8.0.5931) by AlliedModders LLC
  15 "Basic Votes" (1.8.0.5931) by AlliedModders LLC
  16 "Fun Votes" (1.8.0.5931) by AlliedModders LLC
Code:
meta version
Metamod:Source version 1.10.6
Built from: https://github.com/alliedmodders/metamod-source/commit/9fed12f
Build ID: 946:9fed12f
Loaded As: Valve Server Plugin
Compiled on: Sep 10 2015
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/
I've been monitoring the network traffic (and it's around 4mbps) and CPU/RAM consumption, and CPU usage iis always below 40%, ram usage is always below 1GB.
It happens regardless of the player count (let it be 10 players, or just two, it's the same).
What would you recommend us to do?
And if there is something that needs to be done on the OS level, please, tell me, 'cause I really can't find the cause of this problem.

Last edited by MegasToRM; 10-02-2016 at 18:40.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 10-02-2016 , 20:00   Re: Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #2

Have you disable Intel Hyper Threading ? It split one core to two threats...
And are you sure your server not run power safe mode, processor running lower GHz ?

http://superuser.com/questions/45410...server-using-a
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Last edited by Bacardi; 10-02-2016 at 20:02.
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MegasToRM
Member
Join Date: May 2012
Location: Serbia
Old 10-02-2016 , 21:30   Re: Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #3

Quote:
Originally Posted by Bacardi View Post
Have you disable Intel Hyper Threading ? It split one core to two threats...
And are you sure your server not run power safe mode, processor running lower GHz ?

http://superuser.com/questions/45410...server-using-a
Hi, thank you for your answer.
No, I didn't disable Hyper threading, since it works properly on the dedicated server hosted in France (almost the same configuration, cpu is just a bit older).


I may have an idea when this occures, but nothing solid.
It happens mostly when net_graph (set to 3) shows a large spike, with number of bytes around 1400+.
It looks something like this:
Image

Oh and, I'm sorry for posting in the wrong section, so if anyone can move it to srcds servers, it would be nice

Last edited by MegasToRM; 10-02-2016 at 22:38.
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Bacardi
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Join Date: Jan 2010
Location: mom's basement
Old 10-03-2016 , 06:30   Re: Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #4

Can you show what all kind settings/cvars you have change, inside seever.cfg

What valve wiki mention, red verticals below tells, you are not gain all packets from server. Packets are dropping.

And this is not same as CHOKE were server wait before sending next packets, happens when player rate is small and updaterate high.

Can you PM ip to your server, if I go quick visit there some point? I'm blind
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Last edited by Bacardi; 10-03-2016 at 07:13.
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MegasToRM
Member
Join Date: May 2012
Location: Serbia
Old 10-03-2016 , 14:37   Re: Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #5

gamemode_competitive_server.cfg
Code:
bot_autodifficulty_threshold_high					0.0	// Value between -20.0 and 20.0 (Amount above avg human contribution score, above which a bot should lower its difficulty)
bot_autodifficulty_threshold_low					-2.0	// Value between -20.0 and 20.0 (Amount below avg human contribution score, below which a bot should raise its difficulty)
bot_chatter											normal
bot_defer_to_human_goals							1
bot_defer_to_human_items							1
bot_difficulty										2
bot_quota											0
bot_quota_mode										fill
bot_join_after_player								0
cash_player_bomb_defused							300
cash_player_bomb_planted							300
cash_player_damage_hostage							-30
cash_player_interact_with_hostage					300
cash_player_killed_enemy_default					300
cash_player_killed_enemy_factor						1
cash_player_killed_hostage							-1000
cash_player_killed_teammate							-300
cash_player_rescued_hostage							1000
cash_team_elimination_bomb_map						3250
cash_team_elimination_hostage_map_t					3000
cash_team_elimination_hostage_map_ct					3000
cash_team_hostage_alive								0
cash_team_hostage_interaction						600
cash_team_loser_bonus								1400
cash_team_loser_bonus_consecutive_rounds			500
cash_team_planted_bomb_but_defused					800
cash_team_rescued_hostage						600
cash_team_terrorist_win_bomb						3500
cash_team_win_by_defusing_bomb						3500
cash_team_win_by_hostage_rescue						2900
cash_team_win_by_time_running_out_hostage			3250
cash_team_win_by_time_running_out_bomb				3250
ff_damage_reduction_bullets							0.33
ff_damage_reduction_grenade							0.85
ff_damage_reduction_grenade_self					1
ff_damage_reduction_other							0.4
mp_afterroundmoney									0
mp_buytime											20
mp_buy_anywhere										0
mp_buy_during_immunity								0
mp_death_drop_defuser								1	
mp_death_drop_grenade								2			// 0=none, 1=best, 2=current or best
mp_death_drop_gun									1			// 0=none, 1=best, 2=current or best
mp_defuser_allocation								0
mp_force_pick_time									9000
mp_forcecamera										1			// Set to 1 for team only spectating.
mp_free_armor										0	
mp_friendlyfire										1
mp_win_panel_display_time							3
mp_ggprogressive_round_restart_delay				15
mp_ggtr_bomb_defuse_bonus							1
mp_ggtr_bomb_detonation_bonus						1
mp_ggtr_bomb_pts_for_flash							4
mp_ggtr_bomb_pts_for_he								3
mp_ggtr_bomb_pts_for_molotov						5
mp_ggtr_bomb_pts_for_upgrade						2
mp_ggtr_bomb_respawn_delay							0
mp_ggtr_end_round_kill_bonus						1
mp_respawn_immunitytime								0
mp_match_can_clinch									1			// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
mp_maxmoney											16000
mp_molotovusedelay									0
mp_playercashawards									1
mp_roundtime										1.92
mp_roundtime_hostage								1.92
mp_roundtime_defuse									1.92
mp_solid_teammates									1
mp_startmoney										800
mp_teamcashawards									1
mp_timelimit										0
mp_weapons_allow_zeus								1
spec_freeze_panel_extended_time						0
spec_freeze_time									5.0
sv_allow_votes										1		// Voting allowed in this mode
sv_alltalk											0
sv_auto_full_alltalk_during_warmup_half_end			0
sv_arms_race_vote_to_restart_disallowed_after		0
sv_deadtalk											1
sv_ignoregrenaderadio								0
tv_delay											105
mp_randomspawn										0
mp_randomspawn_los									0
sv_infinite_ammo									0
ammo_grenade_limit_flashbang						2
ammo_grenade_limit_total							4
//
mp_weapons_allow_map_placed							1
mp_weapons_glow_on_ground							0
mp_display_kill_assists								1
mp_respawn_on_death_t								0
mp_respawn_on_death_ct								0
mp_ct_default_melee									weapon_knife
mp_ct_default_secondary								weapon_hkp2000
mp_ct_default_primary								""
mp_t_default_melee									weapon_knife
mp_t_default_secondary								weapon_glock
mp_t_default_primary								""
mp_default_team_winner_no_objective					-1		// 2 == CTs, 3 == Ts

mp_autokick 0
sv_kick_ban_duration 0
mp_tkpunish 0
sv_damage_print_enable 1 
sv_kick_players_with_cooldown 0
sv_kick_ban_duration 0

mp_do_warmup_period 1				// Whether or not to do a warmup period at the start of a match.
mp_warmuptime 300

mp_match_end_restart 1
mp_match_end_changelevel 0
mp_limitteams "0"
mp_autoteambalance "0"

bot_join_after_player "1"
sv_max_allowed_net_graph "4"
esl5on5.cfg
Code:
// ESL - www.eslgaming.com
// CS:GO 3on3/5on5 Ladder Config
// 14.01.2016

ammo_grenade_limit_default 1
ammo_grenade_limit_flashbang 2
ammo_grenade_limit_total 4

cash_player_bomb_defused 300
cash_player_bomb_planted 300
cash_player_damage_hostage -30
cash_player_interact_with_hostage 150
cash_player_killed_enemy_default 300
cash_player_killed_enemy_factor 1
cash_player_killed_hostage -1000
cash_player_killed_teammate -300
cash_player_rescued_hostage 1000
cash_team_elimination_bomb_map 3250
cash_team_hostage_alive 150
cash_team_hostage_interaction 150
cash_team_loser_bonus 1400
cash_team_loser_bonus_consecutive_rounds 500
cash_team_planted_bomb_but_defused 800
cash_team_rescued_hostage 750
cash_team_terrorist_win_bomb 3500
cash_team_win_by_defusing_bomb 3500
cash_team_win_by_hostage_rescue 3500
cash_player_get_killed 0
cash_player_respawn_amount 16000
cash_team_elimination_hostage_map_ct 2000
cash_team_elimination_hostage_map_t 1000
cash_team_win_by_time_running_out_bomb 3250
cash_team_win_by_time_running_out_hostage 3250


ff_damage_reduction_grenade 0.85           	// How much to reduce damage done to teammates by a thrown grenade.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_bullets 0.33           	// How much to reduce damage done to teammates when shot.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_other 0.4              	// How much to reduce damage done to teammates by things other than bullets and grenades.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_grenade_self 1         	// How much to damage a player does to himself with his own grenade.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)

mp_afterroundmoney 0				// amount of money awared to every player after each round
mp_autokick 0					// Kick idle/team-killing players
mp_autoteambalance 0
mp_buytime 15                           	// How many seconds after round start players can buy items for.
mp_c4timer 40                           	// How long from when the C4 is armed until it blows
mp_death_drop_defuser 1				// Drop defuser on player death
mp_death_drop_grenade 2				// Which grenade to drop on player death: 0=none, 1=best, 2=current or best
mp_death_drop_gun 1				// Which gun to drop on player death: 0=none, 1=best, 2=current or best
mp_defuser_allocation 0				// How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_do_warmup_period 1				// Whether or not to do a warmup period at the start of a match.
mp_forcecamera 1                        	// Restricts spectator modes for dead players
mp_force_pick_time 9999				// The amount of time a player has on the team screen to make a selection before being auto-teamed 
mp_free_armor 0					// Determines whether armor and helmet are given automatically.
mp_freezetime 10                        	// How many seconds to keep players frozen when the round starts
mp_friendlyfire 1                       	// Allows team members to injure other members of their team
mp_halftime 1					// Determines whether or not the match has a team-swapping halftime event.
mp_halftime_duration 15				// Number of seconds that halftime lasts
mp_join_grace_time 600				// Number of seconds after round start to allow a player to join a game
mp_limitteams 0                         	// Max # of players 1 team can have over another (0 disables check)
mp_logdetail 3                          	// Logs attacks.  Values are: 0=off, 1=enemy, 2=teammate, 3=both)
mp_match_can_clinch 1				// Can a team clinch and end the match by being so far ahead that the other team has no way to catching up
mp_match_end_restart 1				// At the end of the match, perform a restart instead of loading a new map
mp_match_restart_delay 45
mp_maxmoney 16000				// maximum amount of money allowed in a player's account
mp_maxrounds 30                         	// max number of rounds to play before server changes maps
mp_molotovusedelay 0                    	// Number of seconds to delay before the molotov can be used after acquiring it
mp_playercashawards 1				// Players can earn money by performing in-game actions
mp_playerid 0					// Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names 
mp_playerid_delay 0.5				// Number of seconds to delay showing information in the status bar
mp_playerid_hold 0.25				// Number of seconds to keep showing old information in the status bar
mp_round_restart_delay 5			// Number of seconds to delay before restarting a round after a win
mp_roundtime 1.75                       	// How many minutes each round takes.
mp_roundtime_defuse 1.75                	// How many minutes each round takes on defusal maps.
mp_solid_teammates 1 				// Determines whether teammates are solid or not.
mp_startmoney 800                       	// amount of money each player gets when they reset
mp_teamcashawards 1				// Teams can earn money by performing in-game actions
mp_timelimit 0                           	// game time per map in minutes
mp_tkpunish 1					// Will a TK'er be punished in the next round?  {0=no,  1=yes}
mp_warmuptime 300					// If true, there will be a warmup period/round at the start of each match to allow
mp_weapons_allow_map_placed 1             	// If this convar is set, when a match starts, the game will not delete weapons placed in the map.
mp_weapons_allow_zeus 1				// Determines whether the Zeus is purchasable or not.
mp_win_panel_display_time 3	                // The amount of time to show the win panel between matches / halfs

spec_freeze_time 2.0                            // Time spend frozen in observer freeze cam.
spec_freeze_panel_extended_time 0               // Time spent with the freeze panel still up after observer freeze cam is done.
spec_freeze_time_lock 2
spec_freeze_deathanim_time 0

sv_accelerate 5.5			        // ( def. "10" ) client notify replicated 
sv_stopspeed 80					//
sv_allow_votes 1				// Allow voting?
sv_allow_wait_command 0			        // Allow or disallow the wait command on clients connected to this server.
sv_alltalk 0					// Players can hear all other players' voice communication, no team restrictions
sv_alternateticks 0				// If set, server only simulates entities on even numbered ticks.
sv_cheats 0                                     // Allow cheats on server
sv_clockcorrection_msecs 15                     // The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
sv_consistency 0				// Whether the server enforces file consistency for critical files
sv_contact 0					// Contact email for server sysop
sv_damage_print_enable 1                        // Turn this off to disable the player's damage feed in the console after getting killed.
sv_dc_friends_reqd 0			        // Set this to 0 to allow direct connects to a game in progress even if no presents
sv_deadtalk 1					// Dead players can speak (voice, text) to the living
sv_forcepreload 0				// Force server side preloading.
sv_friction 5.2					// World friction.
sv_full_alltalk 0				// Any player (including Spectator team) can speak to any other player
sv_gameinstructor_disable 1		        // Force all clients to disable their game instructors.
sv_ignoregrenaderadio 0                         // Turn off Fire in the hole messages
sv_kick_players_with_cooldown 0                 // (0: do not kick; 1: kick Untrusted players; 2: kick players with any cooldown)
sv_kick_ban_duration 0                          // How long should a kick ban from the server should last (in minutes)
sv_lan 0                                        // Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_log_onefile 0				// Log server information to only one file.
sv_logbans 1					// Log server bans in the server logs.
sv_logecho 1					// Echo log information to the console.
sv_logfile 1					// Log server information in the log file.
sv_logflush 0					// Flush the log file to disk on each write (slow).
sv_logsdir logfiles                             // Folder in the game directory where server logs will be stored.
sv_maxrate 0					// min. 0.000000 max. 30000.000000 replicated  Max bandwidth rate allowed on server, 0 == unlimited
sv_mincmdrate 30				// This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate 20000				// Min bandwidth rate allowed on server, 0 == unlimited
sv_competitive_minspec 1                        // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_competitive_official_5v5 1			// Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
sv_pausable 1                                   // Is the server pausable.
sv_pure 0
sv_pure_kick_clients 1                          // If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
sv_pure_trace 0					// If set to 1, the server will print a message whenever a client is verifying a CR
sv_spawn_afk_bomb_drop_time 30                 	// Players that spawn and don't move for longer than sv_spawn_afk_bomb_drop_time (default 15 seconds) will automatically drop the bomb.
sv_steamgroup_exclusive 0                     	// If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
sv_voiceenable 1	
sv_auto_full_alltalk_during_warmup_half_end 0

mp_endmatch_votenextmap 0
mp_endmatch_votenextleveltime 45

sv_maxrate 0
sv_minrate 30000 80000
sm_cvar sv_maxcmdrate 128
sv_mincmdrate 128
sv_minupdaterate 128
sm_cvar sv_maxupdaterate 128
sm_cvar sv_vote_issue_changelevel_allowed 0
sm_cvar sv_vote_issue_kick_allowed 0
sm_cvar sv_vote_issue_nextlevel_allowextend 0
sm_cvar sv_vote_issue_nextlevel_choicesmode 0
sm_cvar sv_vote_issue_restart_game_allowed 0
sm_cvar sv_vote_issue_scramble_teams_allowed 0
sm_cvar sv_vote_issue_surrrender_allowed 0
sm_cvar sv_vote_issue_swap_teams_allowed 0
sm_cvar sv_vote_kick_ban_duration 0

bot_quota_mode "fill"
bot_join_after_player "0"
sv_max_allowed_net_graph "4"


say "> CS:GO Config loaded <"
The esl cfg gets executed as soon as we give players the IP address of the server.


edit:
I've contacted one of my friends from Serbian ISP (Verat.net) and he told me that only thing that can cause a problem like this can be on the network itself (with the data I've given to him).
He told me first to check the MTU value, which I did, and I increased it to 9000, but it didn't help. He then told me that it must be hardcoded setting on their switch/router in the DC itself and that we as clients can't do anything about it.

I also tried to disable hyper threading before I contacted my friend, but it didn't help.
Also I've tried to run it on single core (setting affinity) and setting high priority, but none of the settings did anything.

Last edited by MegasToRM; 10-03-2016 at 17:43.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 10-03-2016 , 18:22   Re: Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #6

What I quick visit in your server, it look running well, expect there are somekind delay, kind wierd one.
You can notice when you shoot a bot, bullet hits after very small delay.
And net_graph not show any LOSS or CHOKE :/

Maybe had something to do network.
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MegasToRM
Member
Join Date: May 2012
Location: Serbia
Old 10-04-2016 , 16:22   Re: Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #7

Quote:
Originally Posted by Bacardi View Post
What I quick visit in your server, it look running well, expect there are somekind delay, kind wierd one.
You can notice when you shoot a bot, bullet hits after very small delay.
And net_graph not show any LOSS or CHOKE :/

Maybe had something to do network.
That's right, it has something to do with network, and our dedicated server provider won't do anything about it...
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Cooky
Veteran Member
Join Date: Jun 2010
Location: 127.0.0.1
Old 10-05-2016 , 02:21   Re: Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #8

Quote:
Originally Posted by MegasToRM View Post
That's right, it has something to do with network, and our dedicated server provider won't do anything about it...
You can PM me if you wish. I'm willing to take a look as a I'm an Network Engineer..
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MegasToRM
Member
Join Date: May 2012
Location: Serbia
Old 10-06-2016 , 13:25   Re: Problem with CS:GO server | lag on round end and/or on kills
Reply With Quote #9

Quote:
Originally Posted by Cooky View Post
You can PM me if you wish. I'm willing to take a look as a I'm an Network Engineer..
Thank you very much, I appreciate your will to help, but we've already cancelled our server
They returned us our money and we'll probably order a new server hosted in Frankfurt, just to be safe
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