Forum Discussion
Have you tried any troubleshooting steps yet? If so, which ones?
- EA_Aljo5 years ago
Community Manager
Please let me know if you'd like to go through some troubleshooting.
- 5 years ago@EA_Aljo No, thanks. Based on what other players say in ingame chat, its pretty same for most of them, doesnt matter from which country, most of them from Europe. When I check mine and their ping, it seems to be fine, majority under 50 ms. But still lagging. Also pictogram with server shows that server have hard time to hold up.
- 5 years ago@PyxTwo Yes, nice describe of that issue. There is no point to talk about players issue, its common thing, smth I would call like ddos attack.
- 5 years ago
@EA_AljoCan you please explain why this thread has gone stale/cold while the issue clearly exists for multiple users across multiple regions?
- As already pointed out, Its not player/latency/clientside related.. But there is something i can add to it..
- Its random/does not effect every player..
- Its most noticible in vehicles
- Servers do not show any excess cpu/memory/bandwidth usage
- Running a server as Vanilla with no procon layer = makes no difference(personally tested)- Restricting players only to that region (i retricted CountryCode to AU & NZ only... same deal) - all pings averaged well below what they did before the issue occured.
- Also... a game that is getting close to 10 years old.. having internet issues... (thats rare and few & people notice its their connection quickly)
The issue only occured about 5 days ago for others and mysellf in our region AU.
For all we know it could be DOS or similar but most hosts/providers are unable to or willing to monitor network traffic and help fault find.
As for me, i still rarely get it and only when in vehicles late at night during peak hour.
- it feels like an in-between service slowing the traffic/data from a player to the server, a recent update thats rolling out (if any was done to the client/game) or something like excessive logging possibly?
- Player count can effect it, but thats possibly the cause/problem with what ever is getting overloaded can not handle it. - 5 years ago
@EA_Aljo wrote:Please let me know if you'd like to go through some troubleshooting.
Happy to dive deep on this one with you @EA_Aljo ,
If you are serious about actually fixing the root cause then?
Honestly we are all experiencing this issue after EA's server side updates starting around Xmas/New Year. It is cross platform and across all regions.
To illustrate how hilarious poor the server back-end is, I had the other day situation where testing with the local server hosting company. (less than a few miles away from my location).
I was only player on the server. Still it lagged constantly, and flashing multiple of the red performance tacos top right on the screen.
I was online with the techies from the server company. and we had line testing equipment on both ends.
We had latency consistently below 20 milli seconds. We had zero packet loss.
And with a full server at same place, we have perfect line conditions. Latency still consistent and around 19-22 milli seconds. Zero package loss.
And then from time to time, the server suddenly freezes. for maybe 45 seconds to 2 minutes. And then it then typically drops all players off within a few seconds. Or it drops most players off, but leaves exact 20 players on the game, who then can continue after that frozen period.
Interesting observation from the server hosting company and me: We have perfect line conditions all the time! Perfect consistent low latency. Zero package loss! And the server hosting company also insist that the server instance is running as it should! So they also point towards the real root cause is somewhere between EA backend and the server hosting entities. And with a potential mix of inadequacy/shortcomings in the server side application software they run for EA...
I have logged the support request to EA many weeks back. Included all the log files made together with the server hosting company.
And with detailed logging of all the many date/timestamps on when the server was crashing like this.
And zero reply/help has been provided.
(except the hilarious: Have you tried to reboot your modem?)
Its time for EA to recon that there is a serious problem on the server back-end and that it is not on the client side.
- 5 years ago
@EA_Aljo wrote:It looks like this has been caused by the sudden influx of players to BF4. This post explains it a bit more.
Not at all @EA_Aljo .
This was same problem back in early January!
The problem is not any queue or not on the server.
Again, if you are truly technical and willing to get it figured out/solved, then I welcome your diving into this together with the technicians from the server hosting companies.
I have the names, email and phone numbers of the server techs. Let me know!?
But we need to get to the real root cause. Not just diverting into soft 'maybes'.
- EA_Aljo5 years ago
Community Manager
The best I can do is go through connection troubleshooting to see if we can find any issues. If you'd like to do that, I'll need to know what system you play on and if you're using a wired or wireless connection.
- 5 years ago
The sudden "influx" lol this been actually happening for more then one year! I've been posting about crashes for almost one year if not more than a year!!
If this is how it's going to be with 2042 than I'm out! This all started with an update to battlefield around year ago!
what you guys are doing is chasing away the spenders!
but who cares about me when you have over 7 million people waiting for the new battlefield..right???
- EA_Aljo5 years ago
Community Manager
Apologies for that. Since this was happening for you all well before the 2042 reveal, it obviously wouldn't be related. I removed my post since it doesn't apply. I'm looking into it and will update when I have more information.
Do you happen to have any video or screenshots showing the red icons you're seeing?
- 5 years ago
@EA_Aljo wrote:Apologies for that. Since this was happening for you all well before the 2042 reveal, it obviously wouldn't be related. I removed my post since it doesn't apply. I'm looking into it and will update when I have more information.
Do you happen to have any video or screenshots showing the red icons you're seeing?
Yes @EA_Aljo ,
As the extreme tech nerd I am, then I have also videos as it happens....
And internet server perf logs from the server hosting and player logs, etc etc, all looking at the crime scene 360 as the crime is being committed and the death of the server happens...
Let me know how you want us to engage with the CSI team? 😃
- EA_Aljo5 years ago
Community Manager
Can you get me some video or screenshots showing the icons?
- EA_Aljo5 years ago
Community Manager
Just upload them to a service like YouTube and provide a link. That would be best. Thanks!
- 5 years ago
@EA_Aljo wrote:Just upload them to a service like YouTube and provide a link. That would be best. Thanks!
OK @EA_Aljo ,
I normally do not engage in YouTube but here you go:
We have plenty of video feeds from the other players in that very game at the same time, so please do not start now by pointing at our own local connections...
As said, I ran a test bed with the server hosting company for more than 10 days!
So we have also the line test log files for the same!
Zero issues on either side!
I also have the names, phone numbers and emails of the individual techs at the server end.
But they do not want to be exposed here into the open public. Which is very understandable.
First clip, server starts freezing up around 1m20. And you are kept in your 'near zone'. Other players see all others as stuck frozen. You can run outside the bounds, but you then is flipped back to starting point. (didnt do it all in this freeze though, except trying jumping downstairs with enemies, but all got kicked by server at that moment). But as you can see, its like being in a scene of Matrix... :o)
Second clip,
Unfortunately the recording did not capture the initial phase, but stuck laying and not able to move away. All other players also reported just stuck. And again, the server dropped the connection to all the 64 connected players. Despite again that the line testing gear we had running 24/7 from client switchbox to server IP kept reporting absolute perfect quality line, with latency between 19-22 milli seconds and zero package loss. Even across the periods in which we observed multiple server crashes.
- 5 years ago
@EA_Aljo wrote:Just upload them to a service like YouTube and provide a link. That would be best. Thanks!
Also a funny tech observation @EA_Aljo ,
As the server should actually drop players if this grave situation actually was the true reality on the network binding. HINT: Please observe the latency being reported to be around 17 seconds... :o)
But as I shared with you, the line quality reality is not this what the BF4 server and BF4 client app is reporting!
Real latency was around 19-21 milli seconds and zero package loss.
So this is the BF4 client app when running the BF4 performance report when the server started to freeze for everybody on it:
- EA_Aljo5 years ago
Community Manager
Hello, everyone. We're trying to gather more information on this to investigate it further. If you could post what system you're playing on, the time you experienced the crash/lag, and what region you're in, that would greatly help. Thanks!
- 5 years ago
@EA_Aljo wrote:Hello, everyone. We're trying to gather more information on this to investigate it further. If you could post what system you're playing on, the time you experienced the crash/lag, and what region you're in, that would greatly help. Thanks!
OK @EA_Aljo ,
Hope that you are ready to take one more step down into the BF4 engine room? ;o)
Just to confirm as you requested:
Playing on PS4 Pro.
Europe.
But here some spices to the make your bug hunt more exciting:
When the servers crashes, then the logic BF4 Server entity on the hosting physical server box is actually not crashing per say. It just looks like it for all the 64 players that were on the server. But in reality the server app keep running on the server hardware. It doies however drop the line connection to all the active players that were in the game. But here is now the interesting part: The logic server application also keeps the cached directory of all those players present in its cached memory. And they remain in a 'ghost' status as we tend to compare it to. Reason is, that those players, as long as they now remain in this ghost position, will be declined to enter again to rejoin that server entity. Because the server rightfully think, that they are still there. When players are trying to join such a server, which they previously were loosing the connection to due to this specific bug, then they actually get into the weird error situation that you frequently see being described by the many frustrated players that log support questions here onto EA Answers. So their client app will typically switch and show the message top right 'joining server'. But it will keep hanging there. and there is no way out for them. Only thing they can do is actually stop the BF4 application on their client platform, and restart the BF4 application again. But as long as their player ID is kept in the ghost state on the still running server entity, they will always end up in that error situation on their client.
This is also the explanation for the many server owners and players that have started to report/complain here online, to why their servers appear full and/or with queues on. While in reality there may only be much fewer or no players even in active play on them. That is because these players hanging in ghost status on the server are displayed and believed by the server browser environment to be players active on it and in game.` And the extreme situation is when the server in the end is hanging 'full' with 64+ such ghost players in its active player list cache, as it then blocks any real players to join it. As it already consider itself full.
Enclosed you will find the full server dump through API interface, from a situation where the server appear full to itself. While in reality it is all empty.
This is again from one of the servers that I rent/own for the PS4 platform.
I can also demonstrate all the above to you if you have any interests in seeing it in practice. As I also have ways to get these ghosts removed. So you can confirm that my observations above are correct. And hinting towards where the bug truly is in your backend infrastructure.
Please notice that the server hosting vendor in Europe rightfully do not consider me being their customer. EA is! And also reason why they cannot engage into me diving into the further technical interfaces the gaming platform relies on between EA and them. But as said, we are certain where the problem truly is, but I suggest that you contact the technical people direct at the server host, as do not want to expose our real world names and contact coordinates here.
Please find enclosed the data file from the server (had to rename it TXT type, for this interface to accept it), after it has crashed and dropped all active players from the game. And then stuck, unable for anybody to join, as it thinks that it is still full. You probably know very well how to validate this, as you find the player PersonaIDs and PersonaName on the code here. But they are now the players that all were placed wrongly into the ghost status, and no longer would be able to join it again until a cold reboot. And you also see that in the code, because the server status says 0 out of 64 players. All while you see the server player buffer is full.
Happy to share more tech insights if you want.
Cyber
PS: Your file attachment does not allow code source with HTML attached...?
- 5 years ago
@CyberDyme wrote:
@EA_Aljo wrote:Hello, everyone. We're trying to gather more information on this to investigate it further. If you could post what system you're playing on, the time you experienced the crash/lag, and what region you're in, that would greatly help. Thanks!
Sorry @EA_Aljo ,
This is the only way to get it to you, as the EA Answer file attachment does not allow HTML, Doc, RTF or similar file types for upload...
Insert the leading HTML tag and the closing HTML tag, and you will have it back to working conditions...
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Beaconpush(</td></tr><tr><td class="line-number" value="873"></td><td class="line-content"> 'https://beaconpush.battlelog.com/session', 'planet', 'guest_1623916072.89', '1623959272;cc152dd43df07f6a6eee843e0f7eae58c23f1bd9', { debug: false }</td></tr><tr><td class="line-number" value="874"></td><td class="line-content"> );</td></tr><tr><td class="line-number" value="875"></td><td class="line-content"> main.beaconPush.connect();</td></tr><tr><td class="line-number" value="876"></td><td class="line-content"> main.beaconPush.setSubscriptions(["bp:user"], Push.listener);</td></tr><tr><td class="line-number" value="877"></td><td class="line-content"> </td></tr><tr><td class="line-number" value="878"></td><td class="line-content"> } catch(e) {</td></tr><tr><td class="line-number" value="879"></td><td class="line-content"> // BP failed to load so we need to create a dummy object</td></tr><tr><td class="line-number" value="880"></td><td class="line-content"> S.error("Beaconpush failed to load!");</td></tr><tr><td class="line-number" value="881"></td><td class="line-content"> var fn = function(){};</td></tr><tr><td class="line-number" value="882"></td><td class="line-content"> var props = "connect,setSubscriptions,subscribe,trigger,triggerInterval,triggerUser".split(",");</td></tr><tr><td class="line-number" value="883"></td><td class="line-content"> main.beaconPush = {};</td></tr><tr><td class="line-number" value="884"></td><td class="line-content"> while (props.length) {</td></tr><tr><td class="line-number" value="885"></td><td class="line-content"> main.beaconPush[props.splice(0,1)] = fn;</td></tr><tr><td class="line-number" value="886"></td><td class="line-content"> }</td></tr><tr><td class="line-number" value="887"></td><td class="line-content"> }</td></tr><tr><td class="line-number" value="888"></td><td class="line-content"><span class="html-tag"></script></span></td></tr><tr><td class="line-number" value="889"></td><td class="line-content"><br></td></tr><tr><td class="line-number" value="890"></td><td class="line-content"><br></td></tr><tr><td class="line-number" value="891"></td><td class="line-content"><span class="html-tag"><script <span class="html-attribute-name">type</span>="<span class="html-attribute-value">text/javascript</span>"></span></td></tr><tr><td class="line-number" value="892"></td><td class="line-content"> (function() {</td></tr><tr><td class="line-number" value="893"></td><td class="line-content"> var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true;</td></tr><tr><td class="line-number" value="894"></td><td class="line-content"> ga.src=('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';</td></tr><tr><td class="line-number" value="895"></td><td class="line-content"> var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s);</td></tr><tr><td class="line-number" value="896"></td><td class="line-content"> })();</td></tr><tr><td class="line-number" value="897"></td><td class="line-content"><span class="html-tag"></script></span></td></tr><tr><td class="line-number" value="898"></td><td class="line-content"><span class="html-tag"><script <span class="html-attribute-name">type</span>="<span class="html-attribute-value">text/javascript</span>"></span></td></tr><tr><td class="line-number" value="899"></td><td class="line-content"> $(function(){</td></tr><tr><td class="line-number" value="900"></td><td class="line-content"> $.ga('UA-28072291-1');</td></tr><tr><td class="line-number" value="901"></td><td class="line-content"> })</td></tr><tr><td class="line-number" value="902"></td><td class="line-content"><span class="html-tag"></script></span></td></tr><tr><td class="line-number" value="903"></td><td class="line-content"><br></td></tr><tr><td class="line-number" value="904"></td><td class="line-content"><span class="html-tag"><script <span class="html-attribute-name">type</span>="<span class="html-attribute-value">text/javascript</span>"></span></td></tr><tr><td class="line-number" value="905"></td><td class="line-content"> var utag_data = {</td></tr><tr><td class="line-number" value="906"></td><td class="line-content"> intcmp : "", // Internal Campaign (e.g. originfree_banner_jun-25)</td></tr><tr><td class="line-number" value="907"></td><td class="line-content"> user_status : "Logged out" // Logged in/Logged out status</td></tr><tr><td class="line-number" value="908"></td><td class="line-content"> };</td></tr><tr><td class="line-number" value="909"></td><td class="line-content"> var utag_cfg_ovrd = {</td></tr><tr><td class="line-number" value="910"></td><td class="line-content"> };</td></tr><tr><td class="line-number" value="911"></td><td class="line-content"><span class="html-tag"></script></span></td></tr><tr><td class="line-number" value="912"></td><td class="line-content"><span class="html-tag"><script <span class="html-attribute-name">type</span>="<span class="html-attribute-value">text/javascript</span>"></span></td></tr><tr><td class="line-number" value="913"></td><td class="line-content"> (function(a,b,c,d){</td></tr><tr><td class="line-number" value="914"></td><td class="line-content"> a='//tags.tiqcdn.com/utag/ea/battlelogbattlefieldcom/prod/utag.js';</td></tr><tr><td class="line-number" value="915"></td><td class="line-content"> b=document;c='script';d=b.createElement(c);d.src=a;d.type='text/java'+c;d.async=true;</td></tr><tr><td class="line-number" value="916"></td><td class="line-content"> a=b.getElementsByTagName(c)[0];a.parentNode.insertBefore(d,a);</td></tr><tr><td class="line-number" value="917"></td><td class="line-content"> })();</td></tr><tr><td class="line-number" value="918"></td><td class="line-content"><span class="html-tag"></script></span></td></tr><tr><td class="line-number" value="919"></td><td class="line-content"><br></td></tr><tr><td class="line-number" value="920"></td><td class="line-content"><br></td></tr><tr><td class="line-number" value="921"></td><td class="line-content"><br></td></tr><tr><td class="line-number" value="922"></td><td class="line-content"> <span class="html-tag"><script></span></td></tr><tr><td class="line-number" value="923"></td><td class="line-content"> if (!$.browserStorage.get("truste.eu.cookie.notice_preferences") && !S.cookieGet("consentToolDismissed")) {</td></tr><tr><td class="line-number" value="924"></td><td class="line-content"> var validLanguages = ["en", "de", "fr", "es", "it", "pl", "cs", "pt" ];</td></tr><tr><td class="line-number" value="925"></td><td class="line-content"> if(validLanguages.indexOf(S.cookieGet("lang", "en")) != -1) {</td></tr><tr><td class="line-number" value="926"></td><td class="line-content"> var html = $S("ui.cookieprefs").render();</td></tr><tr><td class="line-number" value="927"></td><td class="line-content"> document.write(html);</td></tr><tr><td class="line-number" value="928"></td><td class="line-content"> var $prefs = $("#cookie-preferences");</td></tr><tr><td class="line-number" value="929"></td><td class="line-content"> $prefs.find(".close").one("click.global.ui", function (e) {</td></tr><tr><td class="line-number" value="930"></td><td class="line-content"> $prefs.remove();</td></tr><tr><td class="line-number" value="931"></td><td class="line-content"> S.cookieSet("consentToolDismissed", true);</td></tr><tr><td class="line-number" value="932"></td><td class="line-content"> });</td></tr><tr><td class="line-number" value="933"></td><td class="line-content"> }</td></tr><tr><td class="line-number" value="934"></td><td class="line-content"> }</td></tr><tr><td class="line-number" 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- EA_Aljo5 years ago
Community Manager
Thanks for the additional details on this. I've passed them on. I don't have any further details though. If/when I have them, I'll update here, but I'm not aware of any updates coming that could potentially resolve this.
- 5 years ago
Thank you @EA_Aljo ,
Yes its a tough nut to crack for the techs, as the BF4 client app is not gonna be updated. That avenue was closed 3-4 years ago. And for good reason. So the only ability to fix any bugs in this regard is on the server app side and potentially the backend infrastructure between EA and the many various server hosting partners. With BF2042 coming out 'soon' then its obvious limited resources that will be kept plunked into any further code changes/updates. So we may be left with simply having to accept the observed shortcomings, 'as-is', despite they at times are severely grave for specially impacted servers, which are left in vegetative coma state.
I welcome all veteran server renters to chime in, but it really started derailing dramatically after the server side update that EA rolled out think it was 24th of January 2020. The moment from when suddenly any server going empty would be wiped from visibility from the client's Server Browsers and Server Favorites list in the game. And only player-side admins could bring it back, which is still the case as of today. All the recent years up to that point, we had good stable server application performance.
Thank you in any case @EA_Aljo for getting engaged into researching this.
- 5 years ago
There are also times (like just this morning) where I'm trying to start up the server, I'm either the only player in the server or it hasn't even started a round and it crashes without an actual round started.
Console: PS4
Server: "Hardcore Nation Metro"
Region: East coast US
- 5 years ago
This been happening since Dec.2019, if you look at my past posts I started to post about server crashes in Dec.2019, it all started to happen after empty servers didn't show up in the menu wish is also another issue that's hasn't been fixed for over two years.
- 5 years ago@Chronic1Thunder I have been playing for quiet a long time but this time it got really ridiculous and there is not a lot that players can do about this. Game server providers and EA should take a look really at those lags. I have checked your past post but it is not related at all as currently it is server issue itself. 100% packet loss from server side, weird tick rate drops and high latency, etc.
- 5 years ago
Bro why bring up lag when the server crashes, lol of course it always lags like crazy before it finally crashes.
there's ok days not so good days and hell breaks loose days, but all end up with crashes.
EA should actually give all of us veterans who own servers for over 3 yrs a free package of 6 months....
- 5 years ago@Chronic1Thunder read title of this topic "Extreme lag in every server". That lag caused entire server to crash, thats why it has to be pointed out.
If needed I can provide logs from pb svlogs for investigation.
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