Server Status - 2-7-17 - Minor Connection Disturbances

Discussion in 'Renaissance Discussion' started by Chris, Feb 7, 2017.

  1. Chris

    Chris Renaissance Staff
    Renaissance Staff

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    Currently there is an ongoing attack against our host/other users of our host resulting in some connection instability for some of our players. (This is not directed at us, just is in our general area of the data center)

    This is currently causing 1-4% packet loss when trying to communicate with the game server for some of our players.

    We are working with our host to track down and mitigate the problem.

    Additionally we will be planning some extended server maintenance this weekend to address some of the performance issues that have been experienced server side. We will be applying part of patch 73 and running the server in a debug mode for roughly 24 hours while we collect performance data from live player activity. Once the test is complete the rest of Patch 73 will be applied and the server restarted again.

    There will be no lost time during this process but performance may be affected during the debugging process.

    We will try to plan a nice 30 minute server war before the second restart of the server Saturday evening to generate extra testing data and give the players some nice fun.

    Thanks for putting up with these disturbances! Long Live UO Renaissance!

    * Update 2/10/17*

    Upon continued research we have determined that there is potentially a network interface failure on our server. This is resulting in packet loss to some of our players in the 1-4% range. We have scheduled time with the host to move to our backup interface this weekend during our holiday content patch. If this fails to resolve the problem our host will be providing us with a new server sometime in the next week or so.

    This is resulting in some odd connection performance for players and greater than average disconnections. This is also causing our web interface to be less reliable as data transfers are being interrupted by packet loss.

    On a positive note as well we have found and resolved the performance issue that has plagued the server for the better part of two years. Server performance, other than the packet loss issue, is fantastic and the small hiccups players have been experiencing should be reduced by 99%.

    Also since we had to move up our performance test to earlier this week, we did not have time for the planned server wars event. We will try to work something out soon, but in these situations the staff does not have time to manage the event and maintenance on the server at the same time.
    Last edited: Feb 10, 2017
    Pill, Vandalin, Player X and 20 others like this.
  2. Blaise

    Blaise Well-Known Member
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    30 minute server wars, hail yeah!
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  3. PaddyOBrien

    PaddyOBrien Well-Known Member

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    We need to announce an area for everyone to meet up for the big rumble!
    newme likes this.
  4. Pirul

    Pirul Well-Known Member

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    Brit GY / Bucs Teleporter

    Always was, always will be.
    One, wylwrk and newme like this.
  5. Blaise

    Blaise Well-Known Member
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    Aye, Buc's teleporter is probably the ideal considering everyone can come play and bank without those pesky guards. :)
    newme likes this.
  6. Baler

    Baler Member

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    Thank you Chris & staff :)
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  7. Six.spirit

    Six.spirit Active Member

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    Buc's teleporter is a good spot, but Britain GY has a stronger nostalgic correlation with server wars in my opinion. Maybe we could get an event gate between the two spots if its worth troubling the staff for. I'll probably check both places, either way I doubt it will be hard to find activity.
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  8. One

    One Well-Known Member
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    You played EU right? Remember that house on the Northeast end of Brit GY where the murderers would sit and cast at people?

    Great times, I was there every Friday.
  9. Pirul

    Pirul Well-Known Member

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    Yeah, I used to play Europa. My memories of UO back then are foggy, but I do remember playing server wars almost daily.
    One likes this.
  10. Cynic

    Cynic Well-Known Member
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    So the big patch is this weekend?!?!?!
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  11. Jakob

    Jakob Well-Known Member

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    PATCH!!!!"¤()!=?¤("!)=RURFJIKLÖ"R%)Ä
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  12. jihad joe

    jihad joe Active Member

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    How can we see the Patch 73 changelog/notes?
  13. Blaise

    Blaise Well-Known Member
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    Donate to the shard for access to the Renaissance Development sub forum.

    Or wait until it's implemented and the details will show up in the Patch Notes forum.
    Cynic and One like this.
  14. Chris

    Chris Renaissance Staff
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    The testing phase is now complete. Save times and server performance should return to normal.

    We are still investigating odd reports of packet loss near the server. If you continue to have connection issues make sure to contact one of the staff.
    PaddyOBrien, One and Christoph Brock like this.
  15. Larloch

    Larloch Well-Known Member

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  16. Pirul

    Pirul Well-Known Member

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    Provo onto players, CUB and moats will be patched in Soon™.
  17. Pill

    Pill Well-Known Member

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    Thanks for taking the time to dig into this. IMO the performance issue was priority over all else. I've yet to have the time to run around and pvp, but just a brief ping test and a short run last night I seem to be moving a bit better, so I think it's been time well spent thus far.
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  18. Chris

    Chris Renaissance Staff
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    Status updated.
  19. wylwrk

    wylwrk Well-Known Member

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  20. Pill

    Pill Well-Known Member

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    Likely just another physical machine in the same data center / rack. Although I wish it would be a more centralized US location :p. Maybe Oklahoma? Haha

    FWIW, I troubleshoot these packet loss / degraded nic issues daily (although in a Linux environment). It's typically one of the following:

    • Bad cable or lose connection between server nic and switch port (most common)
    • Failing server nic (somewhat common)
    • Failing switch port (least common)
    Also see packet loss when the duplex setting on the server and switch port do not match - for example, server port set to half duplex while switch is set to full duplex bottlenecking traffic (you usually see eth errors build with this one as well).
    Last edited: Feb 10, 2017

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