Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: Dizzy on August 04, 2006, 12:26:08 am
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We need everyone on. D/L the installer if you already have not and help us stress test the server. Without at least 20 people on taking missions at the same time I'll likely hold off the start date... So far everything is looking good, but doing a stress test is absolutely necessary. So please today this Friday and stick around and run some missions! It's imperative we make sure everything is stable so this Saturdays noontime launch date depends on you!
Diz
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Rodger Wilco.
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em what time do you want us there at?
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From 8:30pm central to 11pm central.
That will give everyone across the US time zones time to login and all be there at once.
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I can't be on until 10 PM unfortunately, but I'll do my part from 10 to 11...even if its just sitting there and taking up bandwidth. ;D
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Just start running missions. That's all we need to do to determine the stress test.
I'd really not like to hold this server off any longer if I can help it... So depending on how many peeps we get on at the same time tonight, we may use that number as the server player limit.
Bonk and Tool, PM me on the status of the TS channels.
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Do we have a final map and shiplist? (I got the misisons and the TG ones pulled)
Are we going to use them tonight?
It will take me some time to take care of it all once I get them and I'd rather not get the final files hours before launch.
I'll look into SSCF TS.
I'd like to have everything finalised before a stress test. And I'd suggest we do it at a time that is not prime cable TV stealing hours.
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Test will be done on current missions and shiplsit. No new D/Leds
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Ill be away and wont be back till 8-9pm central tonight. See u on the stress test server which will have a clean reset. So redo your characters.
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I wont be on probably until 10:30 to 11:00ish. :)
I will try to be on. I make no promises. ;D
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Well I am coming on the server for a hour, but SG-1 and SGA start tonight so I wont be able to be there for more then a hour..from what I have seen so far the server has seen pretty stable, but I will let the experts be the judge of that tonight :)
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Bonk... how do we know when the most players were on?
Run missions everyone!
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I see 10 players on. We need 20. We dont do it tonight we can do it tomorrow...
Ill be on HOPEFULLY later. My wife called and said she is spending her bonus check at victoria secrets... weeeeeeeeeeeeeeee! That means I have at least a few more mins with my girfriend b4 she gets home. j/k.
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Give me my (leg) tard.
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We have 18 players online. RUN MISSIONS!!!!
We need about 7 more.
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20 peeps and I have to logoff for a while I think 20 player cap will be a fallback. See what we get tomorrow. Server will likely start sometime afternoon tomorrow if all goes well...
Thank you everyone who tested. And stop forfeiting missions... Run patrols 2 and 3 up.
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Server burped 0103 EDT.
2nd burp in 30 mins.
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Server burped 0103 EDT.
2nd burp in 30 mins.
How many were on teamspeak?
And were people forfeiting? We should not be forfeting on tests... I already know it destabilises the server... it will saturate cpu use and it will stay there until the server crashes. We do not need to test forfeits.
edit: in the event that people were not forfeting and nobody was on teamspeak I will get to work on the flatfile setup anyway.
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Server burped 0103 EDT.
2nd burp in 30 mins.
How many were on teamspeak?
And were people forfeiting? We should not be forfeting on tests... I already know it destabilises the server... it will saturate cpu use and it will stay there until the server crashes. We do not need to test forfeits.
edit: in the event that people were not forfeting and nobody was on teamspeak I will get to work on the flatfile setup anyway.
There was no Coalition on TS anyway. And in the time I was on, the only forfiets I saw was from us all piling into a single hex and missions failing to get everyone. (ie: draft, get the "forever count" then drop back to map and get a forfiet in the news)
I was on only for about an hr tho.
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Since we do not have time to determine if the burps were caused by TS bandwidth use and/or forfeits we will be going flatfile. No OCI but just a standard webmap. No biggie, we can play with the new toys on The Forge when SGO6 is completed. (and get back to debugging the serverkit)
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Since we do not have time to determine if the burps were caused by TS bandwidth use and/or forfeits we will be going flatfile. No OCI but just a standard webmap. No biggie, we can play with the new toys on The Forge when SGO6 is completed. (and get back to debugging the serverkit)
*SIGH*
So who has to do the ship assignments? (And I was so looking forward to assigning someone a E3 for being stupid... :P )
That's a real bummer tho....was really hoping for a good SQL server.... :-\
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Ship assignments will be done with Dave's new flatfile editor while the server is down, by me I guess.
Patience grasshopper, we will have an SQL server soon (aside from The Forge) debug runs will resume when SGO6 is complete.
I'm putting in the new missions now, but do not have the new shiplist and map yet and will not have it for a few hours, so once the flatfile test goes up there will be seperate downloads for missions until I get the new shiplist. Once I have the new shiplist I can create the new insstaller and upload it over about two hours.
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We were running some forfeits around 1am eastern as it was requested, that's why Dizzy asked us to stop after we delivered a few.
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Yes, forfeits will often crash the server whether it is running on SQL or the flatfile. We are addressing indirectly related code in the debug development version of the kit. Ultimately I would like to disable the ability to forfeit as fixing it properly would involve re-writing much of the serverkit code.
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One or two burps on an SQL server and we are ready to bag it??? Flatfile servers have burps, ne c'est pas? Are we getting a little ahead of ourselves here?
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I'd like to try it again with the fixed shiplist where take out the long character names and parentheses. We just pile on and see what happens.
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Lets go live with it and see what happens. The forfeits were intentional and will not be done to that degree on a production server.
No guts, no glory
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We were running some forfeits around 1am eastern as it was requested, that's why Dizzy asked us to stop after we delivered a few.
after you logged off and Dizzy had asked that forfeits be stopped, there were none that I saw for at least 1 hour later. However, somewhere around 2-3 am EST there was 1 player who did multiple forfeits(at least 8) that I noticed. This was right around the time it burped again, and after that there was only Warp and myself online. We both ran a mission or 2 then logged off for the night.
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forfeits cause the server CPU to SPIKE. Causes crashes. Flatfile works the same way. We should probably try flatfile with a buncha peeps and forfeit a few missions and keep an eye on the server CPU process to see if it spikes. May not be sql at all... Maybe that the processor CPU cant handle it.
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As mentioned above. It does not matter whether the server is run on SQL or not, forfeits saturate CPU use and will eventually cause the server to crash. It may be amplified by using SQL due to the additional cpu overhead of MySQL but the effect holds for the flatfile as well. I know this to be true.
The flatfile test server is up and running. Do not bother forfeiting, I already know exactly what it does to the server in any configuration. The forfeit penalty will remain at 1000 PP to discourage forfeits.
Webmap is here: http://www.dynaverse.net/webmap_sgo6_ff/
Updated missions required here: http://www3.telus.net/NuclearWessels/sfc/downloads/NWPack.exe
The new SGO6 installer will not be posted until approximately 2 hours after I have received the new shiplist.
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Are we abandoning SQL then?
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For SGO6, yes. Ship assignments will be done with Dave's flatfile editor on db cleaning maintenance cycles.
The Forge will continue to run on SQL after SGO6 is done as there is no motivation for people to forfeit missions on it.
Testing of the debug development version of the serverkit will also resume after SGO6 is complete. We are committed to get the serverkit working well on MySQL.
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This was precisely as I feared, and now SQL is withdrawn for almost no reason whatsoever. Was this a mere gambit to get an SQL stress test? If so, time for some honest brokers to come forth and pony up the truth?
I have no understanding of what is transpiring here. All the OCI hype and one problem to the public's mind and SQL is out the window? What am I missing here?
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This was precisely as I feared, and now SQL is withdrawn for almost no reason whatsoever. Was this a mere gambit to get an SQL stress test? If so, time for some honest brokers to come forth and pony up the truth?
I have no understanding of what is transpiring here. All the OCI hype and one problem to the public's mind and SQL is out the window? What am I missing here?
No, the debug MySQL tests are run in a totally different (stock) configuration running a debug build from within the VC++ IDE. I have collected no debug data from the SGO6 test runs. It would be pointless, it is not running on stock files. A modded server cannot be used as a baseline.
I do not try and fool people and object to the insinuation. (like I would be that dumb to debug a heavily modded server... ::))
Nobody will show up for MySQL debug tests because they are on stock files (and absolutely must be) but we press on.
The OCI was developed for The Forge which chugs along just fine. It is also to give people an idea of what is possible with running the kit on MySQL and hopefully provide some motivation to show up for stock debug test runs.
People are going to forfeit missions on a "serious" server no matter what. Forfetis max out the cpu to 100% for seconds at a time leaving no cpu left for MySQL to do its work, this snowballs and the server crashes.
SQL is not out the window, as mentioned above The Forge will continue to run on MySQL and tests of the kit on stock files in debug mode will continue to be run. We are committed to getting it to work well. Once it is done I would like to disable the ability to forfeit, or just replace the code with a function that does nothing, then move on the PvP DV shifts (which will work on the flatfile as well).
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perhaps its not the sql server causing all of these problems? perhaps its the cable causing issues? Seeing as usually when the cable is on the fritz, which seems to be a common problem around server launch times in retrospect, there always seem to be a lot of problems.
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As mentioned above. It does not matter whether the server is run on SQL or not, forfeits saturate CPU use and will eventually cause the server to crash. It may be amplified by using SQL due to the additional cpu overhead of MySQL but the effect holds for the flatfile as well. I know this to be true.
The flatfile test server is up and running. Do not bother forfeiting, I already know exactly what it does to the server in any configuration. The forfeit penalty will remain at 1000 PP to discourage forfeits.
Webmap is here: [url]http://www.dynaverse.net/webmap_sgo6_ff/[/url]
Updated missions required here: [url]http://www3.telus.net/NuclearWessels/sfc/downloads/NWPack.exe[/url]
The new SGO6 installer will not be posted until approximately 2 hours after I have received the new shiplist.
Unfortunate.
However ~ If I may be so bold~ If yuo want to discourage all forefeits make it a PENALTY. Cheap ships and high paying missions
(as well as 50K of course on the test) make 1k a drop in the bucket.
Make it 10K and I think you'd get alot fewer.
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Ghosted players forfeit. Its a game engine problem...
Fast computers can handle forfeits. We dont have a fast server computer to handle them... DH could, but he has heat problems during the day. His computer catches fire.
I still want to try SQL... I think Im being backed into the flatfile corner tho...
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However ~ If I may be so bold~ If yuo want to discourage all forefeits make it a PENALTY. Cheap ships and high paying missions
(as well as 50K of course on the test) make 1k a drop in the bucket.
Make it 10K and I think you'd get alot fewer.
I was considering that, but I have not tested what happens if the forfeit penalty is greater than a players PP... will it go negative? Will it crash the server? This is unknown. If I knew that the serverkit would handle it properly I would the forfeit penalty to 1000000, but now is not the time for me to go digging through the serverkit code to find out if the math and code will handle that properly. Though we could test it and find out. But I still need the new shiplist and map and we are already past launch time...
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U have the new shiplist ck ur email...
Ill get u the map fairly soon... Can you make terrain edits on the map using flatfile?
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Ghosted players forfeit. Its a game engine problem...
Fast computers can handle forfeits. We dont have a fast server computer to handle them... DH could, but he has heat problems during the day. His computer catches fire.
I still want to try SQL... I think Im being backed into the flatfile corner tho...
Ghosted players: bandwidth issue (and software firewalls)
Forfeits: will still max out a quad Xeon 2.4 GHz machine. (I have observed it occur on the UAW server hosted on such a box).
I would like to run on SQL too but I have already reconfigured for the flatfile and we are running late and I do not trust that people will not forfeit when convenient, knowing it will crash the server... (too many opponents on? forfeit a few times and crash the server... too easy an exploit.)
Let me think about it while I wait for the new shplist and map and over the two hours it will take to upload the new installer).
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U have the new shiplist ck ur email...
Ill get u the map fairly soon... Can you make terrain edits on the map using flatfile?
Coolness I can start on the new installer then.
Yes I can edit the map on the flatfile while the server is down either with Dave's editor or my trusty hex editor (Sweetscape's 010 Editor).
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Good. Then the Doomsday Device can destroy everyone's planets! MUHAHAHAHAHAHA
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However ~ If I may be so bold~ If yuo want to discourage all forefeits make it a PENALTY. Cheap ships and high paying missions
(as well as 50K of course on the test) make 1k a drop in the bucket.
Make it 10K and I think you'd get alot fewer.
I was considering that, but I have not tested what happens if the forfeit penalty is greater than a players PP... will it go negative? Will it crash the server? This is unknown. If I knew that the serverkit would handle it properly I would the forfeit penalty to 1000000, but now is not the time for me to go digging through the serverkit code to find out if the math and code will handle that properly. Though we could test it and find out. But I still need the new shiplist and map and we are already past launch time...
it goes to 0 and stays there, at least on FF but i would assume that happens in SQL as well
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Thanks Risky. Consider it done then, the forfeit penalty will be 1000000. (though I'm sure that won't stop people from crashing the server when its convenient with an alternate account)
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If a player is ghosted and someone runs a mission in their hex they get a forfeit. FYI
EDIT: And thge drafting player gets a long countdown after which he to will get a forfeit or a crash or a mission start, one of the three.
Obviously, forfeits are a small hole and unpatched problem of this game. Sigh.
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If a player is ghosted and someone runs a mission in their hex they get a forfeit. FYI
Getting a forfeit as a mission result is not the same as pressing the forfeit button. (the bloody evil thing should not even be there at all, I have no idea what Taldren was thinking and how its code passed QA... assuming there was any... OK, I'm getitng cranky time to chill...;))
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U still get docked prestige.
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I am convinced that player ghosting would be significantly reduced if people did not insist on running software firewalls.
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or if the cable the server was on actually worked all the time..
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That too of course. Unfortunately, Comcast is incapable of physically securing their copper. (I don't know why, every Canadian cable company I have had experience with is extremely anal about line security and manages to keep their lines secure...)
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Securing their copper? Is someone actually 'taping' your line and stealing your bandwidth?
Maybe it would be good to look for another providor, I believe most contracts have a clause in them that allows the client to break it if they are recieving unsatisfactory service ;)
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Frey needs to finish the "Woes of the Administrator" story.
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Rofl, I just found that thread. I wanna hear more on it :D
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I dont think he will be doing more of that.. at least last time I talked to him he said he probably wouldnt finish it...
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Securing their copper? Is someone actually 'taping' your line and stealing your bandwidth?
Yes tapping the lines, but to steal cable TV. The noise introduced on the line makes network traffic nearly impossible. While coax is a superior signal conductor it is very fussy about how it is wired. Inexpert tenants stealing cable in nearby apartment buildings is all it takes to cripple a cable network segment. Most buildings have their cable access points locked down. Unfortunately there are some down there who do not and seem to refuse to.
Anyway, I have decided the forfeit penalty will remain at 1000 PP as I'm not sure if it is deducted from erroneous forfeit mission results. And cranking it up to a million will not stop people from creating another account to crash the server at their convenience anyway.
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Are we just talking about mission forfeits? Does ESC-Forfeit in a mission cause the same problems?
Does Alt-F4?
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I am talking about pressing the forfeit button instead of accepting a mandatory mission at the mission selection panel.
As far as I know an ALT-F4 or ESC-Forfeit does not force the server to try to resolve a mission as a forfeit in the same way.
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K, just checking
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When the news reports that a player has forfeited a mission, said player is docked whatever the pp penalty is. FYI
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Sometimes lag causes that. I have seen myself get that in the news and I never forfeit.
Anytime you get a countdown to 0 I think it reports a forfeit.
The good news is TT has a new puter now. ;D