If you’ve typed “Super Mario 64 Unblocked Games Full Screen - Google” into a search bar, you’re likely a student, a office worker with strict IT policies, or a retro gaming enthusiast looking for a quick nostalgia hit without downloads. This specific search string tells a story: you want the classic 1996 Nintendo masterpiece, you want it to play on a restricted network (unblocked), you want it to fill your monitor (full screen), and you want to find it via Google.
Super — Mario 64 Unblocked Games Full Screen - Google
If you’ve typed “Super Mario 64 Unblocked Games Full Screen - Google” into a search bar, you’re likely a student, a office worker with strict IT policies, or a retro gaming enthusiast looking for a quick nostalgia hit without downloads. This specific search string tells a story: you want the classic 1996 Nintendo masterpiece, you want it to play on a restricted network (unblocked), you want it to fill your monitor (full screen), and you want to find it via Google.
This could have to do with the pathing policy as well. The default SATP rule is likely going to be using MRU (most recently used) pathing policy for new devices, which only uses one of the available paths. Ideally they would be using Round Robin, which has an IOPs limit setting. That setting is 1000 by default I believe (would need to double check that), meaning that it sends 1000 IOPs down path 1, then 1000 IOPs down path 2, etc. That’s why the pathing policy could be at play.
To your question, having one path down is causing this logging to occur. Yes, it’s total possible if that path that went down is using MRU or RR with an IOPs limit of 1000, that when it goes down you’ll hit that 16 second HB timeout before nmp switches over to the next path.