ARK: Survival Evolved

ARK: Survival Evolved

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"AsyncTCPsocket" created/destroyed on Windows server
Hi,

We are experiencing major rubberbanding and lag spikes on our privately hosted Windows server when we have 50+ players online. The server console is filled with the error "AsyncTCPsocket" created/destroyed. Can the devs please enlighten us if this is related to the network or anything else? We have no idea where to start troubleshooting.

Best Regards
T-Dawg
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Showing 1-15 of 28 comments
Taftus Jul 28, 2015 @ 1:29am 
I also have same on my server console "AsyncTCPSocket"
SnowmanDK Jul 28, 2015 @ 2:15pm 
We have the same on our small private server with only 3 people on.
Buck Fell Jul 28, 2015 @ 2:36pm 
I suspect this is a reflection of poor default TCP/IP stack settings in Windows 8 (I'm not a windows admin). A number of Steam games have reported the same error (SpaceEngineers, 7 days to die etc). Most posts never found a resolution (technically none of the ones I read had a solution, but that just means they never came back and posted the solution)

At a guess your servers TCP/IP stack is not tuned for high throughput high latency connections. You might read through this article and test one tweak at a time.
http://www.speedguide.net/articles/windows-8-10-2012-server-tcpip-tweaks-5077

I'd be exceedingly methodical so it will be annoying. I'd focus on any tweaks to window size (TCP windows not Microsoft windows), Nagle algorithm and buffer allocation. Mostly any tunings designed to minimize the response on many small bandwidth sockets rather than a small number of high bandwidth sockets. Copying 100 tiny files to 100 different people is a different problem than moving a 500GB file to one person as fast as possible.

I'm clearly guessing here but there doesn't appear to be an easy ready answer.

SnowmanDK Jul 28, 2015 @ 5:53pm 
Just to let you know, I run my server on a Windows 7 Ultimate x64.
Back in v187 we never had those problems.
Originally posted by belthize:
I suspect this is a reflection of poor default TCP/IP stack settings in Windows 8 (I'm not a windows admin). A number of Steam games have reported the same error (SpaceEngineers, 7 days to die etc). Most posts never found a resolution (technically none of the ones I read had a solution, but that just means they never came back and posted the solution)

At a guess your servers TCP/IP stack is not tuned for high throughput high latency connections. You might read through this article and test one tweak at a time.
http://www.speedguide.net/articles/windows-8-10-2012-server-tcpip-tweaks-5077

I'd be exceedingly methodical so it will be annoying. I'd focus on any tweaks to window size (TCP windows not Microsoft windows), Nagle algorithm and buffer allocation. Mostly any tunings designed to minimize the response on many small bandwidth sockets rather than a small number of high bandwidth sockets. Copying 100 tiny files to 100 different people is a different problem than moving a 500GB file to one person as fast as possible.

I'm clearly guessing here but there doesn't appear to be an easy ready answer.
Eroder Aug 2, 2015 @ 11:01pm 
This error is really a huge pain - and it is increasingly common among server admins, however it can be damn near crippling when you have 70 people on your server and this happens. Really hope something technical is said about this soon.
SnowmanDK Aug 2, 2015 @ 11:22pm 
On our small private server we changed the autosave interval to every 30 minutes... We still have lag but only half as much so it IS connected to the autosaves...
I also noticed that our private server does NOT autosave at shutdown as someone else said, although I am pretty sure it USED to do it.
Eroder Aug 2, 2015 @ 11:28pm 
Originally posted by Snowman:
On our small private server we changed the autosave interval to every 30 minutes... We still have lag but only half as much so it IS connected to the autosaves...
I also noticed that our private server does NOT autosave at shutdown as someone else said, although I am pretty sure it USED to do it.
That is also what I originally thought so I played with the save times, but I noticed - this will happen even when your world isn't saving - just watch your Server FrameRate / Latency and when the world saves - you'll see there is no correlation. This was the case for my server at least. I have a 100% full dedicated machine so I can watch everything all the time.
ZánÐêr Aug 2, 2015 @ 11:33pm 
Originally posted by Eroder:
Originally posted by Snowman:
On our small private server we changed the autosave interval to every 30 minutes... We still have lag but only half as much so it IS connected to the autosaves...
I also noticed that our private server does NOT autosave at shutdown as someone else said, although I am pretty sure it USED to do it.
That is also what I originally thought so I played with the save times, but I noticed - this will happen even when your world isn't saving - just watch your Server FrameRate / Latency and when the world saves - you'll see there is no correlation. This was the case for my server at least. I have a 100% full dedicated machine so I can watch everything all the time.


for me it seems to happen when people are connecting or attempting to connect
Eroder Aug 2, 2015 @ 11:41pm 
That is generally also what I experience. but unnoticeable until around 65 users. Wish we had an answer :/ seems like this problem is getting worse each iteration.
DkH.nova Aug 3, 2015 @ 12:50pm 
got the same problem with huge lags, hope someone finds a fix for it.
Eroder Aug 3, 2015 @ 2:20pm 
I am going to try a few things that SnowMan had linked whenever I bring my server down for it's normal restart time. I'll let everyone know the results if I do this, and if it helps at all...
DkH.nova Aug 3, 2015 @ 2:32pm 
please keep us up to date, eroder, if you find a result.
ZánÐêr Aug 3, 2015 @ 2:34pm 
just an update.. i'm thinking it has to do when people with extremely long load times are getting timed out by the default 300 second disconnect... i will update more if increases it to 900 helps/works
DkH.nova Aug 3, 2015 @ 2:39pm 
would appreaciate it, if you tell us your results, zander!
ZánÐêr Aug 3, 2015 @ 2:48pm 
Originally posted by Silent:
would appreaciate it, if you tell us your results, zander!


im trying to wait for everyone to log off the game on their own...... hate kicking them out for this test.. but yes I will keep everyone updated... I hate when people find a solution to their problems but never return to tell anyone.......
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Date Posted: Jul 22, 2015 @ 1:32pm
Posts: 28