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Thread: Unknown error. How to check lua errors on dedicated server.

  1. #1
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    Unknown error. How to check lua errors on dedicated server.

    Hello. Today i got dedicated server, but i can't normal play.
    I suppose that the problem in lua script, but i can't check errors in game.
    This problem only on dedicated server.

    And panorama has a real lags.
    For example in test version i create a repeat timer (schedule) in 0.005sec, and he don't has lags, but on dedicated server game(client) has a real lags.

    And in console writes this:

    [SteamNetSockets] \src\steamnetworkingsockets\clientlib\../steamnetworking_statsutils.h (710) : Assertion Failed: relay ack was pended for 45012033 usec, cannot pack delay properly! usecNow=b65f8f8, timestamp=8b724b7, usecThen=8b724b7
    Last edited by Primo; 10-11-2017 at 08:29 AM.

  2. #2
    Basic Member aveyo's Avatar
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    Timers are inherently dangerous and should not be used without consideration.
    A 5ms timer can wreck havoc when it ignores networking (that's limited to 30 updates per second).
    Set a reasonable timer. But why are you not using the built-in think functions and events instead?
    There are people knowing this stuff better, try posting here: http://dev.dota2.com/showthread.php?t=284507

    The network message should be unrelated (it's spewed for all dota users).

  3. #3
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    Now I'm interested in fix problems with lua scripts. Because panorama lags are most likely related to the lua script.

  4. #4
    Basic Member aveyo's Avatar
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    You can't run debugging on the remote Valve servers.

    But you could simulate a network load on your dev machine. Try:
    host_limitlocal 1; // Apply cl_cmdrate and cl_updaterate to loopback connection [0]
    net_fakejitter 50; // Jitter fakelag packet time
    net_fakelag 20; // Lag all incoming network data (including loopback) by this many milliseconds.
    net_fakeloss 3; //Simulate packet loss as a percentage (negative means drop 1/n packets)
    net_fakeloss_recv -2; //Simulate recieved packet loss as a percentage (negative means drop 1/n packets)
    net_force_steamdatagram 0; // Force newer datagram protocol [0]
    net_queued_packet_thread 1; // Use a high priority thread instead of sending queued packets each frame. [1]

    Still think there should be no timers used in lua but instead make use of events and triggers (think functions) - that's "server-side".
    If you must, then use panorama-defined timers - that's "client-side" hence it won't degrade that much when networked.

  5. #5
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    I talk about timers in panorama (javascript).
    Like this:
    function SimpleFunction(){
    ...
    $.Schedule(....)
    ...
    }
    SimpleFunction();
    And thanks for cvars.

  6. #6
    Basic Member aveyo's Avatar
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    You've complained about lua in your first post, so that's why I assumed it was non-native lua timers.

    Just avoid really small delays and/or try setting just one short timer globally that would check/run/set different stuff or chain-load larger timers.
    I'm not sure anyone can help without providing actual code.

  7. #7
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    Problem not with timer. Problem with lua script, and i want check error log, but can't do it on dedicated server.

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