Hi.

I've been a customer for a while. I have 2 Slimp3s, a SB1, and just bought a SB2.

The Debian server is a dual proc Xeon with 2 GB RAM running a Tekram powered SATA RAID 5. I believe machine resources should not be an issue. It does nothing but serve MP3 files and run Slimserver.

SlimServer Version: 6.2.1 - 5194 - Debian - EN - iso-8859-1

Everything is hardwired.

Things I've tried:

- Resetting the SB2 to factory defaults
- Restarting the server OS
- Restarting SlimServer
- Repeatedly forgetting, then re-adding all the players

Problem #1:

The server plays the same song over & over, never moving on to the next track. Repeat is off. This is just for this new SB2, not the other Slimp3s and SB1 connected to the server.

Problem #2:

The SB2 loses connection out every 30-50 seconds, for about 5-25 seconds. Sometimes the buffer is large enough to cover the outage with no loss of audio, but the time elapsed stops updating, etc.

I do intend to use all players at once, but at the time of testing I'm just using the new SB2.

I have a continuous ping going on a windows box connected to the same switch, and I see this:

...
Reply from 10.0.0.211: bytes=32 time<1ms TTL=64
Reply from 10.0.0.211: bytes=32 time<1ms TTL=64
Reply from 10.0.0.211: bytes=32 time<1ms TTL=64
Reply from 10.0.0.211: bytes=32 time<1ms TTL=64
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128 << Outage begins here
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128
Reply from 10.0.0.211: bytes=32 time=1ms TTL=128 << Outage stops here
Reply from 10.0.0.211: bytes=32 time<1ms TTL=64
Reply from 10.0.0.211: bytes=32 time<1ms TTL=64
Reply from 10.0.0.211: bytes=32 time=2ms TTL=64
...

Here's a server network & health dump:

------------------------------------------------------------------------------

Squeezebox2

Please queue up several tracks to play on this player and start them playing. Then press the Reset Counters link above to clear the statistics and update this display.
Summary

Control Connection     : OK
Streaming Connection   : OK
Player Signal Strength : OK
Buffer Fullness        : OK
Server Response Time   : OK

Warnings

This player is performing normally.
Player Performance : Squeezebox2

The graphs shown here record the long term trend for each of the player performance measurements below. They display the number and percentage of measurements which fall within each measurement band.

It is imporant to leave the player playing for a while and then assess the graphs.

Buffer Fullness
This graph shows the fill of the player's buffer. Higher buffer fullness is better. Note the buffer is only filled while the player is playing tracks.

Squeezebox1 uses a small buffer and it is expected to stay full while playing. If this value drops to 0 it will result in audio dropouts. This is likely to be due to network problems.

Squeezebox2 uses a large buffer. This drains to 0 at the end of each track and then refills for the next track. You should only be concerned if the buffer fill is not high for the majority of the time a track is playing.

Playing remote streams can lead to low buffer fill as the player needs to wait for data from the remote server. This is not a cause for concern.

    < 10 :       31 :  3% #
    < 20 :        0 :  0%
    < 30 :        0 :  0%
    < 40 :        1 :  0%
    < 50 :        0 :  0%
    < 60 :        1 :  0%
    < 70 :       70 :  7% ###
    < 80 :        6 :  1%
    < 90 :       35 :  4% #
   < 100 :      837 : 85% ##########################################
   >=100 :        0 :  0%
    max  : 99.999968
    min  : 0.000000
    avg  : 92.814475

Control Connection
This graph shows the number of messages queued up to send to the player over the control connection. A measurement is taken every time a new message is sent to the player. Values above 1-2 indicate potential network congestion or that the player has become disconnected.

< 1 : 170 :100% ##################################################
     < 2 :        0 :  0%
     < 5 :        0 :  0%
    < 10 :        0 :  0%
    < 20 :        0 :  0%
    >=20 :        0 :  0%
    max  : 0.000000
    min  : -1.000000
    avg  : -0.129412

Server Performance
The graphs shown here record the long term trend for each of the server performance measurements below. They display the number and percentage of measurements which fall within each measurement band.
Server Response Time
This graph shows the length of time between slimserver responding to requests from any player. It is measured in seconds. Lower numbers are better. If you notice response times of over 1 second this could lead to problems with audio performance.

The cause of long response times could be either other programs running on the server or slimserver processing a complex task.

 < 0.002 :    20900 : 95% ###############################################
 < 0.005 :      668 :  3% #
  < 0.01 :      141 :  1%
 < 0.015 :        4 :  0%
 < 0.025 :        7 :  0%
  < 0.05 :       17 :  0%
   < 0.1 :      160 :  1%
   < 0.5 :        2 :  0%
     < 1 :        3 :  0%
     < 5 :        1 :  0%
     >=5 :        0 :  0%
    max  : 1.774451
    min  : 0.000046
    avg  : 0.001021

Timer Accuracy
Slimserver uses a timer mechanism to trigger events such as updating the user interface. This graph shows how accurately each timer task is run relative to the time it was intended to be run. It is measured in seconds.

Timer tasks are scheduled by the server to run at some point in the future. As only one timer task can run at once and the server may also be performing other activity, timer tasks always run slightly after the time they are scheduled for. However if timer tasks run significantly after they are scheduled this can become noticable through delay in the user interface.

 < 0.002 :     6842 : 99% #################################################
 < 0.005 :       10 :  0%
  < 0.01 :        3 :  0%
 < 0.015 :        8 :  0%
 < 0.025 :       10 :  0%
  < 0.05 :       16 :  0%
   < 0.1 :        9 :  0%
   < 0.5 :       11 :  0%
     < 1 :        5 :  0%
     < 5 :        2 :  0%
     >=5 :        0 :  0%
    max  : 1.461002
    min  : 0.000000
    avg  : 0.002572

Timer Task Duration
This graph shows how long each timer task runs for. It is measured in seconds. If any timer task takes more than 0.5 seconds this is likely to impact the user interface.

 < 0.002 :     6687 : 97% ################################################
 < 0.005 :      227 :  3% #
  < 0.01 :        1 :  0%
 < 0.015 :        0 :  0%
 < 0.025 :        0 :  0%
  < 0.05 :        1 :  0%
   < 0.1 :        0 :  0%
   < 0.5 :        0 :  0%
     < 1 :        0 :  0%
     < 5 :        0 :  0%
     >=5 :        0 :  0%
    max  : 0.043672
    min  : 0.000042
    avg  : 0.000553

Scheduled Tasks
The server runs processor intensive tasks (such as scanning your music collection) by breaking them into short pieces which are scheduled when when active players are not requesting data. This graph shows the length of time in seconds that a scheduled task runs for before returning control to the server. Tasks taking over 0.5 second may lead to reduced performance for the user interface.

 < 0.002 :        0 :  0%
 < 0.005 :       10 : 91% #############################################
  < 0.01 :        0 :  0%
 < 0.015 :        0 :  0%
 < 0.025 :        0 :  0%
  < 0.05 :        0 :  0%
   < 0.1 :        0 :  0%
   < 0.5 :        1 :  9% ####
     < 1 :        0 :  0%
     < 5 :        0 :  0%
     >=5 :        0 :  0%
    max  : 0.273489
    min  : 0.002292
    avg  : 0.027011





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