Netgraph (Slash Command): Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
__NOTOC__ | |||
== Overview == | == Overview == | ||
{{SlashCommandArticle|command=netgraph|options=number|note=Allows the user to turn on and off a network | {{SlashCommandArticle|command=netgraph|options=number|note=Allows the user to turn on and off a network monitoring graph.}} | ||
This graph will overlay on top of any other windows, and will always be in the lower right hand corner. | |||
0 - Off | |||
1 - Display a small netgraph | |||
2 - Display a large netgraph. | |||
{{slashcommand|netgraph}} by itself will return the current net_graph setting. | {{slashcommand|netgraph}} by itself will return the current net_graph setting. | ||
====Interpreting the netgraph:==== | |||
Netgraph shows a visual representation of TCP/IP network data flow called "packets". | |||
*Spike shape: The height of the bar representing server ping time in milliseconds. Short is good, long is bad. | |||
*Green bars represent received packets. | |||
**Short = normal/good | |||
**Long = low bandwidth. | |||
*Yellow bars represent retransmitted packets. | |||
**Short = ISP/Router issues | |||
*Red bars represent dropped packets | |||
**Short = ISP/Router issues | |||
**Blocks of Red = Interrupted communications | |||
Above the graph, the command also displays: | |||
: '''DUPLICATE IN''': Amount of packets the game counts that came in more than once. This number shouldn't be large if it's not zero, but it DEFINITELY shouldn't increase. DUPLICATE IN is a sign of a Network Loop. | |||
: '''RETRANSMITTED''': These are packets that the client has sent more than once. This can be due to a temporary outage or over-crowding of a route to the server across the Internet. | |||
: '''LOST IN''': Amount of packets that the game was expecting from the server but NEVER ARRIVED. | |||
: '''PING''': How many milliseconds it takes for a packet to reach the server (also known as latency). In Windows, Ping is sent at-will only. In City of Heroes, every second you're connected, the ping rate is measured. | |||
:::{| class=wikitable style="text-align: left" | |||
|- | |||
! style="text-align: left"|Range of Ping Values | |||
|- | |||
| 0-250 - Great | |||
|- | |||
| 250-500 Average | |||
|- | |||
| 500-1200 Laggy | |||
|- | |||
| 1200+ Risk of Disconnection | |||
|} | |||
:: Faster internet speed DOES NOT CORRELATE with lower ping numbers. | |||
: '''SEND''': How many packets are sent per second. | |||
: '''RECV''': How many packets are arriving per second. | |||
== Example == | |||
/netgraph 1 | |||
==Also== | ==See Also== | ||
* {{slashcommand|mtu}} | * {{slashcommand|mtu}} | ||
* {{slashcommand|netgraph}} | * {{slashcommand|netgraph}} | ||
* {{slashcommand|neterrorcorrection}} | * {{slashcommand|neterrorcorrection}} | ||
==External Links== | |||
* [https://forums.homecomingservers.com/topic/14977-client-diagnostics-101/#comment-158406| ClientDiagnostics 101] | |||
[[Category:Slash Commands]] |
Revision as of 09:37, 23 July 2023
Overview
/netgraph number
Allows the user to turn on and off a network monitoring graph.
This graph will overlay on top of any other windows, and will always be in the lower right hand corner.
0 - Off 1 - Display a small netgraph 2 - Display a large netgraph.
/netgraph by itself will return the current net_graph setting.
Interpreting the netgraph:
Netgraph shows a visual representation of TCP/IP network data flow called "packets".
- Spike shape: The height of the bar representing server ping time in milliseconds. Short is good, long is bad.
- Green bars represent received packets.
- Short = normal/good
- Long = low bandwidth.
- Yellow bars represent retransmitted packets.
- Short = ISP/Router issues
- Red bars represent dropped packets
- Short = ISP/Router issues
- Blocks of Red = Interrupted communications
Above the graph, the command also displays:
- DUPLICATE IN: Amount of packets the game counts that came in more than once. This number shouldn't be large if it's not zero, but it DEFINITELY shouldn't increase. DUPLICATE IN is a sign of a Network Loop.
- RETRANSMITTED: These are packets that the client has sent more than once. This can be due to a temporary outage or over-crowding of a route to the server across the Internet.
- LOST IN: Amount of packets that the game was expecting from the server but NEVER ARRIVED.
- PING: How many milliseconds it takes for a packet to reach the server (also known as latency). In Windows, Ping is sent at-will only. In City of Heroes, every second you're connected, the ping rate is measured.
Range of Ping Values 0-250 - Great 250-500 Average 500-1200 Laggy 1200+ Risk of Disconnection
- Faster internet speed DOES NOT CORRELATE with lower ping numbers.
- SEND: How many packets are sent per second.
- RECV: How many packets are arriving per second.
Example
/netgraph 1
See Also