status — display server resources
!status [all]
status displays critical server resources which may help determine when a server is reaching its limits due to gameplay, maps, settings and other complexities. Some of the resources listed track game-engine limits which if hit will result in a server crash.
If all is specified, the output is shown on all players' consoles.
Watermarks (high indicators) only apply to the current match. Heap amounts simply track memory used for a particular feature. Rates are averaged over the last 15 seconds.
Figure 2.1. !status Sample Output
-SERVER STATUS players: 43/64 ( 67.19%) entities: 362/958 ( 37.79%) (452 high) gamestate: 12549/16000 bytes ( 78.43%) serverinfo: 639/1024 bytes ( 62.40%) systeminfo: 1511/8192 bytes ( 18.44%) largestcs: 274/1024 bytes ( 26.76%) (38 index) -DATABASE user: 2409 records level: 7 records map: 10 records -HEAP bullet-model: 15 KB ( 15 KB high) hit-model: 346 KB ( 565 KB high) -RATES entity spawn: 27.24/s entity free: 29.30/s
Indicates active number of player slots consumed out of the total game-engine limit.
Indicates the active number of game-entities out of the total game-engine limit. These entities are maticulously replicated to all connected clients and represent dynamic objects in the 3D game world. Primary factors which are known to cause or trigger exhaustion of this resource are:
While not an exhaustive list, some common examples of objects which each consume an entity slot are:
Indicates the current size of the game-state data structure which has a game-engine limit. This data is maticulously replicated to all connected clients and is limited in size for game-engine networking reasons. Many factors effect the amount of data and they are too numerous to list here. Primary factors which are known to cause or trigger exhaustion of this resource are:
Indicates the current size of the serverinfo data structure which amongst other things houses information used by public game browsers. This is an entry in gamestate.
Indicates the current size of the systeminfo data structure which typically stores referenced pak names, unreferenced pak names, checksums and other non-public server information. This is an entry in gamestate.
Indicates the size and index of the the largest config-string entry in the gamestate buffer. This does not include serverinfo or systeminfo entries.