Netgraph (Slash Command): Difference between revisions

From Homecoming Wiki
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 monitor, or graph. This graph will overlay on top of any other windows, and will always be in the lower right hand corner.
{{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.


{{slashcommand|netgraph|0}} will hide the netgraph.


{{slashcommand|netgraph|1}} will display the netgraph
====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
 


{{slashcommand|netgraph|#}}, where # > 1, will display a much taller version of the netgraph.
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.


On the netgraph:
*Green bars represent received packets, with the height of the bar representing server ping time in milliseconds
*Yellow bars represent retransmitted packets.
*Red bars represent dropped packets.


Above the graph, the command also displays the number of duplicated incoming packets, retransmitted packets and lost packets, as well as the current server ping in millisconds.}}
== 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


External Links