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Arma Server Monitor

#Arma Server Monitor#

"Arma Server Monitor" is a spin-off of my experiments with the arma engine.

Propertys:

- monitors up to 4 server (or headless client) instances simultaneous 
- introduces a performance value CPS for FSM processing analysis
- very simple, compact and solid design
- almost no influence to cpu load
- easy to use (mini addon)
- customizable history graphs	

Currently able to monitor the following values:

- MEM (Amount of allocated physical memory)
- FPS (on a server this means simulation frames per second)
- CPS (Condition-evaluation Per Second)
- PL# (Number of alive player units)
- AI# (Number of alive local AI units)
- PID (process ID of the server instance)
- Name of the currently played mission (missionName)

Arma Server Monitor consists of 3 components:

fn_ASM.fsm 				- Collects and reports some internal performance states from arma server (or HC)
ASMdll.dll 				- Interfaces to ArmaServerMonitor.exe via MMF (Memory Mapped File)
ArmaServerMonitor.exe 	- The Monitor itself reads from MMF and displays the values

Alongside to the well known FPS (frames per second), an very interesting value CPS is introduced here.
CPS is expressed by condition evalations per second and measured from an reference condition in ASM.fsm.

You can realize this CPS value as the reciprocal of the current "minimal response delay" of AI in the running mission.

Two examples to illustrate the meaning of this value:
Lets say we have an CPS value of 10.0 condition evaluations per second, then our AI has an minimal response delay of ca. 100ms here (1000ms/10.0). That means everything runs well in our first scenario.
In a second scenario we have a value of 0.3 CPS, what means AI has a minimal response delay larger than 3 seconds !!!
Especially COOP missions running with such low CPS are really no pleasure. AI seems to be "stupid".

(If low CPS values occurs together with normal FPS values, I'd recommend to have a talk with the mission developer,
because this behavior is very likely caused by excessively use of execVM, spawn etc.)

How to use ASM:

Extract this file: https://github.com/fred41/ASM/blob/master/addon/ASM.zip to your Arma 3 root folder.

Add -mod=@ASM to your server (or HC) launch params.

Run ArmaServerMonitor.exe from what directory you want, to monitor all your server (or HC) instances locally.

(use right mouse button for popup menus)

Additional, it is now possible to connect to Arma Server Monitor from remote.
To do that, you need ArmaServerMonitor.exe on the remote device too and configure it per start params. Default start params for ArmaServerMonitor.exe are: -server -n1 -h127.0.0.1 -p24000
This means, it starts per default as monitoring server and listens at TCP port 24000, max. allowed clients = 1.

Example for client configuration:

ArmaServerMonitor.exe -client -h201.178.1.102 -p24000

That means it starts as monitoring client and tries periodical to connect/read to/from your monitoring server at 201.178.1.102:24000.
(If your server is firewall protected, you have to open TCP port on server)

If you prefer to run your DS instance(s) as service, you have to start ArmaServerMonitor with admin rights
To use ASM with pre A3 versions, you have to start fn_ASM.fsm from init.sqf in each of your mission files

ENJOY :)

Changelog:
01.06.2013 Changed the install/launch method to mini-addon (thanks terox for inspiration)
01.06.2013 Fixed: instance occupied additional slot at mission change
02.06.2013 Changed bar graphs for CPS & FPS to logarithmic scale to show states more intuitive
03.06.2013 Added history graphs, customizable (individual visibility, update interval), transparency switch
05.06.2013 Finished ... or not ...
08.06.2013 Custom build for use with for DS running as service added
11.06.2013 Fixed: AI was not counted correctly
13.06.2013 running DS as service now merged in default build (custom build removed)
17.06.2013 remote monitoring now available via additional ASM instance, configured per start params
18.06.2013 Amount of allocated physical memory in [GB], MEM added
04.07.2013 graphs for player number adapted from 50 to 100

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