i am interested in a little Tech Talk about the Issues. I think better to Talk, Brainstorm and discuss a little around give more to EHG than to flame useless in Discord like “No Connection, My Game is not working, Got Disconnected, etc…”. At this Point i will invite also the EHG Team to take part of this post and Discussion.
To the Point of the Thread:
I was playing around a little bit with some Settings and got some Results:
If i try to use IPv6 for the Game i can´t connect and also there is no Conversation directly over IPv6. (Most People have IPv6 as strict Conversation as QOS Priority from theyre ISP´s.)
If i use both IPv4 and IPv6 then connection try to use the IPv4 but over the Dual Stack tunneling protocol. I only know it from my country, standard the ISP´s set DS to lite normally you have to contact the ISP to switch it to full Dual Stack so you have a routable IPv4 becaues the lite Tunneling is not correctly working as expected. So at this point i see a Problem that also Playstation players got after they decided to give private people only IPv6 connections and keep IPv4 for the Industries. Only clean Solution at this Point is for all IPv6 users that the Servers use a direct IPv6 connection so you have to setup a whole IPv6 Network to use for the Servers.
Next thing is:
The Server Performance is quiet poor because of high loads. This is a missleading at conceptioning the scaleability of the Servers. So to setup a High Performance Data Exchange Server for API and Database, Logon Servers, Instance Servers. Also need to optimize you´re I/O optimization. I mean not network based, i mean to optimize it Serversided so the Raid didn´t occur high loads and balance a little more stable. For this is important to optimize/shorten all data requests and optimize the Kernel to get more performance.
Next idea:
Multithreading:
For the next step to get more Server performance i think you have to optimize the Multithreading used. I see client got Multithreading but what about the Server? Is the Multithreading optimized? Also there you can shorten actions and important for multiplayer games is to load asynchronous and don´t try to load data synched. Maybe you have to give the Client a little more data so download size is a little increased but client has nothing to do actualy so use the user Resources and take this away from server loads.
Store I/O:
The I/O from the storing parts also very important don´t try to save too much data this is a big hole where you can throw in endless so better to optimize the data that will be stored and more use holding store method in the RAM for data that has to be stored for restricted time. ATTENTION: Don´t forget to make a good allocator to clear free space.
Failover
Use a strong failover cluster to prevent high network loads because there are so many Haters out there and Companys they don´t indulge that you have good responses and they try to manipulate or DDOS you´re service. (yes that´s the wierd world today)
I know you use Cloudflare but also Cloudflare can be tricked out.
So this was the first Brainstorm and Impressions for you Guys I hope EHG get in touch and we find a solution together.
Hi there, I know absolutely nothing about your back end or infrastructure, but I’m going to tell you how to fix the problems that I don’t know the source of anyway. Don’t worry though, it will be intensely basic advice from the first page of Google, so it will simultaneously be potentially relevant but also totally not valuable at all.
Great thread, A+, would click “Ignore Forever” on again.
Yes if you analyze the log´s and has knowledge in Multiplayer Games and Unity so i think you can notice whats going on. So please this is not a flame Thread it is a Constructive Discussion that toxic guy´s like you destroy so if you haven´t Constructive Ideas or Comments leave this thread and don´t comment any more because no one is interested in toxic useless comments. ty
You are outside their systems and know absolutely nothing about it. I’ve been a software engineer for over a decade and have worked as DevOps for multiple AAA games and their backend systems. I would never dream of having the arrogance to use customer facing information as a basis to presume to advise other engineers on how to fix a system I’ve never seen and for which they are SMEs.
You are trying to do just that, and it is next level presumptuous, ridiculous, and insulting. One of your pieces of advice is to use multithreading, a concept so fundamental and ubiquitous that you may as well just have thrown up a middle finger instead of talking to them like they don’t know it exists or how to use it. The only difference between what you’re doing and the guys shouting “WHY DIDN’T YOU BUY BIGGER SERVERS” is that you used more words. It’s exactly as uninformed and unhelpful.
There is nothing constructive whatsoever about this thread.
you talk about software engineering and call you a Backend Developer for AAA Games xD. And you didn´t know that Game Programming doesn´t has anything to do with Software engineering it self it is a own C Language and especially in unity. So why are you here mr. tripple A Dev and didn´t work for them or to help.
For example in the Logs you can see they store Data in JSON file that is much unefficency than helpfully so better to hold the data in and Database or RAM preffered. Multithreading Server sided is usefull in this case because Servers have to handle many Requests and instances doesn´t matter how theyre structure looks like and can increase performance immediatly becuase the CPU load isnt up as apeak it is continiously. So dude be serious i am know what i am talking.
But u guy didn´t know anything about tech so you only spread dangerous missinformation to other. And it is no arrogance to remind them to check if it is done correctly.
Also you can see in the logs they use a pre programmed API from the ForgeNetworking Project so why i can´t talk about this? Ohh yes no one got more knowledge as you mr. triple A Dev. If you are a Dev of anything o god bless because the project u will work on fails in every point of multiplayer games because you have absolutely 0 knowledge and only try to make you´re self important for no reason so you also didn´t understand my post before to leave this conversation because it is MY Post and i don´t wanna hear some babys crying about other unintresting things. So if you can´t follow that order it tells me you have some real life problems you can´t solve and try to be a hero on the internet but with half and missleading information. You got my condolenses… and now stop that stupid Discussion.
I see you in all the posts saying stupid things. Your software engineer? You will be 20 years old and you have not worked in your life. Seriously, do the community a favor and don’t click on “ignore forever”, do it with the entire website and don’t come back. Not only is your opinion not interesting, but you are also toxic and an idiot so you are left over here. Closes when leaving
This is an unity game, you pretty much know everything they are using from the logs. Instead of being toxic share us your AAA engineer knowledge. Doesn’t sounds like you know anything to be honest
Not giving cheap, low effort advice that I copy/pasted from Stack Overflow answers about how to fix problems in infrastructure, servers, and code I’ve never seen is sharing my AAA engineer knowledge. People with experience know better. People who took a workshop make posts like this.
HAHA now you blamed. You can´t fix some code is correct but you can identify problems and if you know anything about unity it is an engine for the game so basements setup already by the engine. so from now we know you didn´t know what ya talking about. Unity engine code is open source so every one can look into engine code and see what library that is used wrong make some trouble but you didn´t understand that.
I forgot to say a socket is a socket doesn´t matters which server you got also doesn´t matter which OS you use or infrastructure…
You guy are really funny and blamed already. In theyre Backend xD what you talkin dude? They use unity multiplay so they announced that is the backend. It is implemented in Unity already and a part of Unity.
So maybe u read this xD Last-Epoch Multiplay
You clearly don’t know what you talking about.
So just to let you know since your AAA experience can’t understand, they use kind of “addons” on unity that we ALL can use. So it’s easier to identify a problem when the “addon” they use is public.
You talking like they use private and selfmade engine with selfmade sockets and selfmade networking management.
The only thing we don’t know is ther server spec etc
Stop talking you are useless. Doesn’t add anything interesting to the conversation
Drop some server side stack traces and let everybody know what the issue is then. I’m sure your analysis will be riveting, based on the tremendously insightful advice you’ve given them already, such as “optimize your I/O optimization”, “use multithreading”, and “have a failover”.
Clicking that Ignore Forever button for real now. Been real. Don’t quit whatever your day job is, unless it’s engineering, then please definitely quit it.
Dude anyone noticed that you don´t know what you talking about. I showed up seriously what i am talking about but u won´t show us you´re triple A experience for over 10 years. U are lying and almost blowed up and now you been toxic to defend your attention. What is you´re mission?
I forgot to say, i never told some one what to do, it is all ideas to check if it is correctly working because also a dev is a human and sometimes doesn´t see the forest because of trees so it was like described a reminder / brainstorming / ideas