Name

status — display server resources

Synopsis

!status [all]

Description

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

players

Indicates active number of player slots consumed out of the total game-engine limit.

entities

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:

  • consumed player slots
  • large and/or poorly designed maps
  • abuse of lol(1)
  • high amount of med or ammo packs left on ground

While not an exhaustive list, some common examples of objects which each consume an entity slot are:

  • players
  • constructables
  • capturables (flags)
  • breakables (glass, charis, crates, fences, doors)
  • dropped/thrown grenades
  • dropped weapons
  • projectiles (panzers and mortar rounds)
  • supply packs (health and ammo)
  • landmines
  • movers (tanks, trains)
  • map-specials (fire-railgun button, cranes, doors)

gsdata

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:

  • excessive amounts of pk3 files on server
  • large and/or poorly designed maps
  • consumed player slots
  • end-game statistics

serverinfo

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.

systeminfo

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.

largestcs

Indicates the size and index of the the largest config-string entry in the gamestate buffer. This does not include serverinfo or systeminfo entries.