Dynaverse.net

Taldrenites => Dynaverse II Experiences => Topic started by: Bonk on August 05, 2006, 03:56:49 pm

Title: SGO6 status
Post by: Bonk on August 05, 2006, 03:56:49 pm
Server and OCI are online.

Installer:

http://www.sky-flyer.org/sfc/SGO6/SGO6.exe or

ftp://www.dynaverse.net/sfc2_op/Mods/SGO6.exe

Manual installation tip: (http://www.dynaverse.net/forum/index.php/topic,163369010.0.html)

OCI:

http://www.dynaverse.net/oci/index.php/cfg,sgo6.html
Title: SGO6 status
Post by: Dizzy on August 05, 2006, 04:15:28 pm
EDIT: As of the morning of the 8th we are using a flatfile DB. Everything is up and running well. Subsequent posts on this and page 2 are old and outdated.


Sorry folks... a few up and downs here... we forgot a detail or two... should be a few mins... mb another up or down, but all the settings are about good. Thx for your patience.
Title: SGO6 status
Post by: Bonk on August 05, 2006, 04:15:54 pm
Unfortunately ship pricing was neglected during testing. We will now take the time to go over ship pricing.... and starting PP... the starting ship will not be modified as that can take considerable time to test. If people are unsatisfied with the starting ship we can resume testing and experiment with starting ship settings for a few days.
Title: SGO6 status
Post by: Dizzy on August 05, 2006, 04:26:49 pm
Huzzah! Starting ships and pp will be fine... its being reset to standard ship pricing on SG4-5.

About 500 for FF's
2000 DD
4000 CL
5000 CA

Everyone should start off in a CL or CA... possibly downtrade to a freighter and afford a CA that way, or be close to it.
Title: SGO6 status
Post by: Bonk on August 05, 2006, 04:47:32 pm
Server and OCI are back online, ship pricing adjusted. Hopefully we haven't lost everybody by now.   :-\
Title: SGO6 status
Post by: Dizzy on August 05, 2006, 04:54:01 pm
Hey we are only 5 hours late and 10hrs short of sleep! I think we did ok!

EDIT: If SQL craps out, which I dont think it will... We will adjust the ownership of the hexes to reflect the progress each empire has achieved so no real progress will be lost. Progress will show only flipped hexes and only full DV will be awarded.

Slight map whoops... no restart needed. Im reducing the number of nebula hexes by 50% using the online mad editor. Its one hex at a time... so you will notice slowly the number of nebula hexes dying off while you are taking missions on the server. Should you happen to be in one of these hexes when it happens please record this phenomena so I may see what it looks like first hand. That is all.
Title: SGO6 status
Post by: Bonk on August 05, 2006, 05:13:38 pm
Terrain edits may not show on the live server until it is rebooted. All we know for sure that will update on the live server is DV, economy and bases. Please edit the mvm file as well should we need to reset.
Title: SGO6 status
Post by: Dizzy on August 05, 2006, 05:19:45 pm
rgr
Title: SGO6 status
Post by: NuclearWessels on August 05, 2006, 06:31:50 pm
...d.

Slight map whoops... no restart needed. Im reducing the number of nebula hexes by 50% using the online mad editor. Its one hex at a time... so you will notice slowly the number of nebula hexes dying off while you are taking missions on the server. Should you happen to be in one of these hexes when it happens please record this phenomena so I may see what it looks like first hand. That is all.

Whew!   My ESGs thank you!

dave
Title: SGO6 status
Post by: 762_XC on August 05, 2006, 07:05:07 pm
Hey we are only 5 hours late and 10hrs short of sleep! I think we did ok!

EDIT: If SQL craps out, which I dont think it will... We will adjust the ownership of the hexes to reflect the progress each empire has achieved so no real progress will be lost. Progress will show only flipped hexes and only full DV will be awarded.

Slight map whoops... no restart needed. Im reducing the number of nebula hexes by 50% using the online mad editor. Its one hex at a time... so you will notice slowly the number of nebula hexes dying off while you are taking missions on the server. Should you happen to be in one of these hexes when it happens please record this phenomena so I may see what it looks like first hand. That is all.

How about 75%? That's a lot of damn nebula.
Title: SGO6 status
Post by: Dizzy on August 05, 2006, 07:08:55 pm
It was funny, was apologizing to krueg about the neb problem. He said he didnt mind much... he has 2 plasma races. Didnt occur to him some of his players are kats. Its actually his fault cuz he got his map to me so late, so I take back my apology.  :P But I dragged the mouse too much trying to 'dot' the terrain with nebs hurrying to get it finished b4 I got lynched. I had all the planets and bases highlighted so as to not drop terrain on them. Worked ok... till after I saw the map load on the web... But thats ok, it will just take me a few dozen hours to fix it... I can fix them one at a time using the web editor... Hrmmm... I wonder if bonk can use a sweep editor for multiple hexes and edit all the Nebula 3 type hexes to empty terrain space. That'd greatly help. I'll ask Bonk... Hey Bonk can you do that? hehe
Title: SGO6 status
Post by: Bonk on August 05, 2006, 08:52:04 pm
It was funny, was apologizing to krueg about the neb problem. He said he didnt mind much... he has 2 plasma races. Didnt occur to him some of his players are kats. Its actually his fault cuz he got his map to me so late, so I take back my apology.  :P But I dragged the mouse too much trying to 'dot' the terrain with nebs hurrying to get it finished b4 I got lynched. I had all the planets and bases highlighted so as to not drop terrain on them. Worked ok... till after I saw the map load on the web... But thats ok, it will just take me a few dozen hours to fix it... I can fix them one at a time using the web editor... Hrmmm... I wonder if bonk can use a sweep editor for multiple hexes and edit all the Nebula 3 type hexes to empty terrain space. That'd greatly help. I'll ask Bonk... Hey Bonk can you do that? hehe

One query...:

Code: [Select]
UPDATE maphex SET TerrainType=67108864 WHERE TerrainType=16384;

778 rows affected.

Done.

The OCI admin map editor is only really capable of single hex edits. You'll notice that bulk map edits are on the wishlist. Its a matter of working out a strategy to implement it then finding the time to code it.
Title: SGO6 status
Post by: Bonk on August 05, 2006, 08:55:02 pm
Any more burps?
Title: SGO6 status
Post by: 762_XC on August 05, 2006, 08:59:14 pm
Burp @ 2155 EDT. Approx 15 peeps online.
Title: SGO6 status
Post by: Dizzy on August 05, 2006, 08:59:41 pm
Just the one I told u about but that was when the comcast connect was slow.

And thanks for the hex edit!
Title: SGO6 status
Post by: Dizzy on August 05, 2006, 09:00:38 pm
Anything other than hexes being attacked in the news when it happened?
Title: SGO6 status
Post by: Bonk on August 05, 2006, 09:05:29 pm
Do you want me to update the mvm file (just in case) similarly? I can do bulk a search replace with a text version of the map in wordpad, then convert it back to binary.  Might be good if you give it a try, automating edits of the map with wordpad or excel beats the hell out of Artifex. Though handling some of the quoted strings in excel can be tricky. Also watch for partial matches for the search string. Ensure you only replace only full hits for desired parameter.
Title: SGO6 status
Post by: Dizzy on August 05, 2006, 09:16:46 pm
rgr
Title: SGO6 status
Post by: Bonk on August 05, 2006, 09:24:25 pm
If you edit a text map in excel check the saved result in wordpad for doubled quotation marks. Its best to edit it in wordpad if possible, though I use excel to do complicated edits with macros.

And by partial hits on a search and replace all I mean a search for suchandsuch=1 will also match suchandsuch=10 so ensure your search string is unique for the desired replacement.

Compare the format of the final result against a stock map in wordpad. (assuming you are using a stock map defintions set and not the artifex default or full definition set discussed earlier in another thread)
Title: SGO6 status
Post by: Riskyllama on August 05, 2006, 09:53:13 pm
another burp
Title: SGO6 status
Post by: Hexx on August 05, 2006, 10:03:27 pm
Dunno if it means anything but the OCI shows like ..alot of players online.. most of them ensigns (?)

LtCommander F1AF-Hippocrates in mission
LtCommander F9thIcehawk
LtCommander FPF-DrAzteca in mission
LtCommander FVA-762-XC-SAC
LtCommander GDA-Agave in mission
LtCommander SSCF-LeRoy in mission
LtCommander Ternado in mission
LtCommander Bosn
LtCommander Lord Khan in mission
LtCommander RBF-Standarte in mission
LtCommander RBFSothRM
LtCommander Dfly-L-RM
LtCommander IPF_Risky_RM in mission
LtCommander KHH_MiniMe
LtCommander KHH_Sanfeng
LtCommander KHH_ShadowLord
Ensign K.R.Romack
Ensign A.A.Sepredes
Ensign K.W.Niffala Reclat
LtCommander Dizzy in mission
Ensign K.W.Shekh
Ensign F.T.Vnagg
Ensign F.E.Roberto Ramos
Ensign B.C.GunterStreicher
Ensign N.P.Delta
Ensign A.W.BlackJack        <----- All of them from here on down are grey (again ??)
Ensign B.H.Malcolm
Ensign B.T.Gautier
Ensign C.H.Sokras
Ensign C.O.BlackJack
Ensign C.U.Jackol
Ensign C.Z.Malcolm
Ensign D.U.Ekinus
Ensign E.I.Ekinus
Ensign F.I.Gautier
Ensign F.J.Orios
Ensign F.V.Orios
Ensign G.B.Ekinus
Ensign H.T.Flynn
Ensign I.D.Jackol
Ensign I.J.Gautier
Ensign I.R.BlackJack
Ensign I.X.Jackol
Ensign J.O.Sokras
Ensign J.W.Ekinus
Ensign J.Z.Ekinus
Ensign L.G.Flynn
Ensign L.H.Cilya
Ensign L.Q.BlackJack
Ensign M.P.Orios
Ensign M.X.Jackol
Ensign N.Q.Ekinus
Ensign N.Q.Orios
Ensign O.Z.Albrek
Ensign P.C.BlackJack
Ensign R.A.Solo
Ensign R.Q.Jackol
Ensign R.T.Solo
Ensign R.Z.Orios
Ensign S.D.Malcolm
Ensign S.U.Solo
Ensign T.J.Cilya
Ensign T.O.Ekinus
Ensign U.J.Solo
Ensign U.U.Jackol
Ensign V.G.Solo
Ensign W.O.Orios
Ensign X.G.Sokras
Ensign X.I.Sokras
Ensign X.M.Gautier
Ensign X.Z.Sokras
Ensign Y.E.BlackJack
Ensign Z.D.Ekinus
Ensign Z.J.Albrek
Ensign Z.R.Solo
Ensign Z.W.Sokras
Ensign J.L.Cilya
Ensign N.S.Ekinus

Haven't been paying huge attention, are these AI pilots? (notice the names are the same)
Title: SGO6 status
Post by: Bonk on August 05, 2006, 10:07:56 pm
Looks like burp/loss of connection leftover mission AI, I just cleaned them and their ships out. Thanks for the report.
Title: SGO6 status
Post by: Hexx on August 05, 2006, 10:10:53 pm
Looks like burp/loss of connection leftover mission AI, I just cleaned them and their ships out. Thanks for the report.


Damn.
Here I thought I was going to be able to recruit a Lyran armada... :(
Title: SGO6 status
Post by: SkyFlyer on August 05, 2006, 11:54:47 pm
Ensign F.J.Orios
Ensign F.V.Orios
Ensign M.P.Orios
Ensign N.Q.Orios
Ensign R.Z.Orios
Ensign W.O.Orios



man thats one big family.
Title: SGO6 status
Post by: Dizzy on August 06, 2006, 12:37:25 am
We just had a burp, but the dyna forums went dead for a min too...
Title: SGO6 status
Post by: Dizzy on August 06, 2006, 12:46:16 am
Hrmmm. The Rogue Pirates have the majority of AI players. I see in all about 60 of them... I went almost thought to ban them from the server, haha, but thought better of it. Why do we have so many AI shopwing up in -1,-1 hex?

LtCommander F1AF-Hippocrates - (39,32) in mission
LtCommander F9thSkyFlyer - (54,38)
LtCommander FPF-DieHard-RM - (60,42)
LtCommander FSD_Merlin_XC - (54,39) in mission
LtCommander FVA-762-XC-SAC - (55,39) in mission
LtCommander James Atkinson - (41,28) in mission
LtCommander Lepton - (54,40) in mission
LtCommander Ternado - (54,38)
LtCommander Lord Khan - (25,37)
LtCommander RBF-Standarte - (12,26) in mission
Ensign C.H.Kulinarr - (-1,-1)
Ensign X.G.Nemesarr - (-1,-1)
Ensign B.U.Sslith - (-1,-1)
LtCommander GDA-Agave - (59,40) in mission
LtCommander Rondo - (66,22)
Ensign B.H.Xexed - (-1,-1)
Ensign F.J.Justice - (-1,-1)
LtCommander IPF_Risky_RM - (54,40) in mission
LtCommander GrazzTzz - (60,42) in mission
LtCommander KHH_TobinDax_FPF - (57,42) in mission
LtCommander Reejr - (40,58) in mission
Ensign Q.I.Racha - (-1,-1)
Ensign R.A.Kint - (-1,-1)
Ensign O.O.Jif DeBervis - (-1,-1)
Ensign V.X.SzannofRemora III - (-1,-1)
Ensign B.C.YordanRochini - (-1,-1)
Ensign Y.Z.CaelonRuse - (-1,-1)
Ensign S.W.MitcoMaper - (-1,-1)
Ensign F.V.Argarra - (-1,-1)
Ensign A.W.BlackJack - (-1,-1)
Ensign B.T.Gautier - (-1,-1)
Ensign C.B.Orios - (-1,-1)
Ensign C.K.Flynn - (-1,-1)
Ensign C.O.BlackJack - (-1,-1)
Ensign C.Q.Cilya - (-1,-1)
Ensign C.U.Jackol - (-1,-1)
Ensign C.Z.Malcolm - (-1,-1)
Ensign D.L.Ekinus - (-1,-1)
Ensign D.U.Ekinus - (-1,-1)
Ensign E.O.Jackol - (-1,-1)
Ensign E.W.Jackol - (-1,-1)
Ensign F.H.Albrek - (-1,-1)
Ensign F.I.Gautier - (-1,-1)
Ensign F.T.Cilya - (-1,-1)
Ensign G.B.Ekinus - (-1,-1)
Ensign G.H.Gautier - (-1,-1)
Ensign G.Z.Albrek - (-1,-1)
Ensign H.T.Flynn - (-1,-1)
Ensign I.P.Ekinus - (-1,-1)
Ensign I.R.BlackJack - (-1,-1)
Ensign J.L.Cilya - (-1,-1)
Ensign J.W.Ekinus - (-1,-1)
Ensign K.W.Cilya - (-1,-1)
Ensign K.W.Cilya - (-1,-1)
Ensign L.G.Flynn - (-1,-1)
Ensign L.H.Cilya - (-1,-1)
Ensign M.P.Orios - (-1,-1)
Ensign M.X.Jackol - (-1,-1)
Ensign N.P.Albrek - (-1,-1)
Ensign N.Q.Ekinus - (-1,-1)
Ensign N.S.Ekinus - (-1,-1)
Ensign O.C.BlackJack - (-1,-1)
Ensign P.C.BlackJack - (-1,-1)
Ensign R.Q.Jackol - (-1,-1)
Ensign R.T.Solo - (-1,-1)
Ensign R.Z.Orios - (-1,-1)
Ensign S.B.Albrek - (-1,-1)
Ensign S.D.Malcolm - (-1,-1)
Ensign S.T.Sokras - (-1,-1)
Ensign T.J.Cilya - (-1,-1)
Ensign T.O.Ekinus - (-1,-1)
Ensign U.J.Solo - (-1,-1)
Ensign U.Q.Gautier - (-1,-1)
Ensign U.U.Jackol - (-1,-1)
Ensign V.U.Solo - (-1,-1)
Ensign X.I.Sokras - (-1,-1)
Ensign X.M.Gautier - (-1,-1)
Ensign X.R.Flynn - (-1,-1)
Ensign Z.J.Albrek - (-1,-1)
Ensign Z.P.Orios - (-1,-1)
Ensign R.J.Ekinus - (-1,-1)
Ensign X.Z.Sokras - (-1,-1)
Ensign Y.E.BlackJack - (-1,-1)
Title: SGO6 status
Post by: Lepton on August 06, 2006, 01:43:16 am
Looks like a script is needed to delete these guys periodically if they are tied to the burps, but then again I may have no idea what I am talking about.
Title: SGO6 status
Post by: Dizzy on August 06, 2006, 02:11:37 am
Yeah... an AI killer script that works in hex -1,-1... haha. The rogue pirates are massing for an attack! All 51 of them!!! And apparently, Im ghosted.

I'd clean the SQL DB if I knew how. We need to figure out why the AI are all over and why they wont go away... Then all will be well in dynaland. Hrmmm... I like that. I hereby coin Dynaland a Dizzy Productions Trademark. Do not infringe!
Title: SGO6 status
Post by: KBFKaz on August 06, 2006, 07:44:14 am
I don't know if this was posted already but I ran a evil Dave patrol on a planet and all my kling "allies" showed up as enemies :huh:

It was a patrol thats manifested itself as a planet assault with def. platforms ( tough ones at that).
Title: SGO6 status
Post by: Bonk on August 06, 2006, 09:37:24 am
I don't know if this was posted already but I ran a evil Dave patrol on a planet and all my kling "allies" showed up as enemies :huh:

It was a patrol thats manifested itself as a planet assault with def. platforms ( tough ones at that).

Are you running a software firewall?
Title: SGO6 status
Post by: Bonk on August 06, 2006, 09:44:54 am
Yeah... an AI killer script that works in hex -1,-1... haha. The rogue pirates are massing for an attack! All 51 of them!!! And apparently, Im ghosted.

I'd clean the SQL DB if I knew how. We need to figure out why the AI are all over and why they wont go away... Then all will be well in dynaland. Hrmmm... I like that. I hereby coin Dynaland a Dizzy Productions Trademark. Do not infringe!

It appears we are in the situation where no starting ship is available for AI creation in some cases. Did either of us run this shiplist on an accelerated server to find out if it was clean in that resepect? I suspect not, though I assumed it would be OK because it was SGO5 based...

These AIs that are appearing in the players online do no have any ships and are incompletely created. They stll have a " *~AICharacter~* " in the WONLogon field and are located at -1,-1. Looks like a shiplist issue.

I'll have to copy the gfs home and run an accelerated server to see if I see the telltale errors of the unavailability of ships for AI creation.

Time for some shiplist QA... though it could be political settings since I adjusted the non-playable Orion to be at 1000 tension with all empires in an attempt to increase mandatories in neutral hexes, they may not be able to determine a starting planet...
Title: SGO6 status
Post by: Dfly on August 06, 2006, 10:34:13 am
I don't know if this was posted already but I ran a evil Dave patrol on a planet and all my kling "allies" showed up as enemies :huh:

It was a patrol thats manifested itself as a planet assault with def. platforms ( tough ones at that).

I ran a few missions just like that one.  They only came up as a patrol when taking over a neutral planet(in my case).  It was actually a hidden way for a planet assault with defence platforms.  If you do not shoot at the non-allied ships near you they fight for you.  The trick is to hit the ships coming from the planetside(Feds in my case) and cap them to help you  take out the firing planet and defence platforms. 

This mission is a Dizzy mission. that bastige ;)

Actually it was tough but not impossible.  It took me and my wing between 15-20 minutes per mission.
Title: SGO6 status
Post by: KBFLordKrueg on August 06, 2006, 11:21:32 am
Server burped 3 times in about 30 min .... :-\
Title: SGO6 status
Post by: Bonk on August 06, 2006, 11:28:13 am
Thats enough for me.  I have found some issues with the shiplist. I will correct them and I will do some more testing and then we will go with the flatfile later today.
Title: SGO6 status
Post by: 762_XC on August 06, 2006, 11:44:28 am
Bonk, are the shiplist issues necessarily SQL related? Is it possible to fix the AI character issue and restart on SQL?
Title: SGO6 status
Post by: Barack Beard on August 06, 2006, 11:45:09 am
NOOOOOOOO!!!!  Not flatfile lets try SQL a bit more please.
Title: SGO6 status
Post by: SideSwipe9th on August 06, 2006, 11:45:33 am
Is it possible the server keeps burping because of the loads of ai markers lying around?
Title: SGO6 status
Post by: KBFLordKrueg on August 06, 2006, 11:47:27 am
Thats enough for me.  I have found some issues with the shiplist. I will correct them and I will do some more testing and then we will go with the flatfile later today.

Unfortunate...but, somehow, not surprising with the very short testing period that something would come up like this... :-\
Just let us know ASAP, sir.

And, Once again, TY for all of your continuing hard work on this project.  ;D
Title: SGO6 status
Post by: KBFKaz on August 06, 2006, 11:48:39 am
Just the XP one. I have sfc as an exception though. Soth and I ran a regular planet assault with the same results.

LK figures it could be the Herr Burt pirate missons, where u can attack (backstab) your allies.
Lear has also had the same problem.
Title: SGO6 status
Post by: FCM_SFHQ_XC on August 06, 2006, 11:50:18 am
There is a lot of AI around.. with so much activity on the map I wouldnt be suprised if that is at least part of the cause for the server instability..
Title: SGO6 status
Post by: Bonk on August 06, 2006, 12:16:17 pm
Dead AI on the map is caused by drops from mission and ALTing out. I ask that people do not ALT from missions unless absolutely necessary and refrain from running software firewalls.

The test I just ran at home does not indicate failure in AI creation due to settings or shiplist. The shiplist issues I found are a few spaces here and there and some odd issues with fighter model pointers, neither of which should cause these issues.

The SQL db must be corrupted somehow, I suspect by editing the terrain on the live server or other admin character edits that were not anticipated. It is also possible that the "attack your allies" missions are not destroying mission AI on completion for some reason...

I will inspect the SQL db for corruption, clean it, increase AI destruction settings, pull the HBConvoyRaid that I missed and try again. If the issues persist we can look at pulling the "attack your allies" missions or falling back to the flatfile.

Bear with me, we shall press on.
Title: SGO6 status
Post by: SideSwipe9th on August 06, 2006, 12:25:40 pm
Cool mate. If I could issue with some more Karma at the moment I would ;)
Title: SGO6 status
Post by: FPF-DieHard on August 06, 2006, 12:33:47 pm
Yeah baby!!!!!
Title: SGO6 status
Post by: KBF MalaK on August 06, 2006, 12:43:31 pm
Am eagerly awaiting next reinstall orders.

I had 3 or so mission completes/non exits, 2 disconnects from server, and 1 loss of connection to ISP just before the server started burping.

Too bad my drop from ISP counted as a kill to Chuut. was pretty good up until then.

Keep up the good work, guys.
Title: SGO6 status
Post by: FCM_SFHQ_XC on August 06, 2006, 12:51:24 pm
Sounds good :) +1 Karma Bonk :)
Title: SGO6 status
Post by: NuclearWessels on August 06, 2006, 01:08:07 pm
Dead AI on the map is caused by drops from mission and ALTing out. I ask that people do not ALT from missions unless absolutely necessary and refrain from running software firewalls.

The test I just ran at home does not indicate failure in AI creation due to settings or shiplist. The shiplist issues I found are a few spaces here and there and some odd issues with fighter model pointers, neither of which should cause these issues.

The SQL db must be corrupted somehow, I suspect by editing the terrain on the live server or other admin character edits that were not anticipated. It is also possible that the "attack your allies" missions are not destroying mission AI on completion for some reason...

I will inspect the SQL db for corruption, clean it, increase AI destruction settings, pull the HBConvoyRaid that I missed and try again. If the issues persist we can look at pulling the "attack your allies" missions or falling back to the flatfile.

Bear with me, we shall press on.


Aside from the HB missions the DizzyAssault and DizzyHvyAssault also allow friendly fire.

If Diz wants to keep those two (to keep the orbiting hardware) then I'll recompile them with the friendly fire option turned off and repost those two.

dave
Title: SGO6 status
Post by: 762_XC on August 06, 2006, 01:10:04 pm
Bonk, I noticed at least one instance last night where AI was generated from a normal mission. Duck and I drew a monster and a few Klinks. We killed everything and got a Mission Complete, and when we exited the monster icon was on the map along with 2 Klinks that weren't there previously.

It seems like an AWFUL lot of AI on the map for just alted missions.
Title: SGO6 status
Post by: 762_XC on August 06, 2006, 01:11:29 pm
Dead AI on the map is caused by drops from mission and ALTing out. I ask that people do not ALT from missions unless absolutely necessary and refrain from running software firewalls.

The test I just ran at home does not indicate failure in AI creation due to settings or shiplist. The shiplist issues I found are a few spaces here and there and some odd issues with fighter model pointers, neither of which should cause these issues.

The SQL db must be corrupted somehow, I suspect by editing the terrain on the live server or other admin character edits that were not anticipated. It is also possible that the "attack your allies" missions are not destroying mission AI on completion for some reason...

I will inspect the SQL db for corruption, clean it, increase AI destruction settings, pull the HBConvoyRaid that I missed and try again. If the issues persist we can look at pulling the "attack your allies" missions or falling back to the flatfile.

Bear with me, we shall press on.


Aside from the HB missions the DizzyAssault and DizzyHvyAssault also allow friendly fire.

If Diz wants to keep those two (to keep the orbiting hardware) then I'll recompile them with the friendly fire option turned off and repost those two.

dave


I would strenuously ask that the friendly fire feature go away. Apart from other concerns it precludes any type of attrition unit from being used in the mission.
Title: SGO6 status
Post by: Bonk on August 06, 2006, 01:35:16 pm
Server and OCI are back up.

I found some AI characters without ships while cleaning though the test I ran at home indicated that should not happen.

I adjusted AI destruction settings, pulled that convoy raid and cleaned the db.

I also noticed three old prepared missions in the db for characters not logged in. This may have been causing problems.

I made some minor corrections (shiplist spaces fighterlist comment format) to the serverside lists.

Anyway, the server is back up still on SQL. If it still acts up tonight, then we proabaly will go with the flatfile. Lets hope its sorted out now though.  :-\
Title: SGO6 status
Post by: Bonk on August 06, 2006, 01:40:04 pm
I had 3 or so mission completes/non exits, 2 disconnects from server, and 1 loss of connection to ISP just before the server started burping.

Too bad my drop from ISP counted as a kill to Chuut. was pretty good up until then.

This could upset the server considerably. Are you running any firewalls?
Title: SGO6 status
Post by: Bonk on August 06, 2006, 01:41:58 pm
Aside from the HB missions the DizzyAssault and DizzyHvyAssault also allow friendly fire.

If Diz wants to keep those two (to keep the orbiting hardware) then I'll recompile them with the friendly fire option turned off and repost those two.

dave


I would strenuously ask that the friendly fire feature go away. Apart from other concerns it precludes any type of attrition unit from being used in the mission.

Just let me know if it is decided to adjust those missions and to pull the HB missions and I'll do what's necessary.
Title: SGO6 status
Post by: Dfly on August 06, 2006, 02:04:41 pm
actually the only guy I heard last night who did not like the fire on friendly part during missions was Risky.  Everytime I tried to run over him to get to the AI with my ESG's Risky lost his rear and then some.  I did not even have to fire at him for it  ;)
Title: SGO6 status
Post by: Dizzy on August 06, 2006, 02:13:23 pm
I don't know if this was posted already but I ran a evil Dave patrol on a planet and all my kling "allies" showed up as enemies :huh:

It was a patrol thats manifested itself as a planet assault with def. platforms ( tough ones at that).

They were showing up as not allied. They are enemies if they shoot you. There is a big difference called the 'Soreyes Pucker Factor' or SPF.
Title: SGO6 status
Post by: Dizzy on August 06, 2006, 02:22:22 pm
actually the only guy I heard last night who did not like the fire on friendly part during missions was Risky.  Everytime I tried to run over him to get to the AI with my ESG's Risky lost his rear and then some.  I did not even have to fire at him for it  ;)

LoL... How ESG SHOULD work, haha.
Title: SGO6 status
Post by: SkyFlyer on August 06, 2006, 03:40:08 pm
NOOOOOOOO!!!!  Not flatfile lets try SQL a bit more please.

x2.
Title: Re: SGO6 status
Post by: KBF MalaK on August 06, 2006, 03:50:25 pm
I had 3 or so mission completes/non exits, 2 disconnects from server, and 1 loss of connection to ISP just before the server started burping.

Too bad my drop from ISP counted as a kill to Chuut. was pretty good up until then.

This could upset the server considerably. Are you running any firewalls?


Negative, sir.

Tho' after this afternoons server crash I did a cold restart and from 3PM CDT till now all has been quite good. Good job, +1 karma (it's all it'll let me give ya, you take checks ???)
Title: Re: SGO6 status
Post by: Dizzy on August 06, 2006, 09:01:07 pm
The server is burping far too frequently for my tastes. The OCI nearly makes up for the frustration of not being able to get 3-4 missions run w/o the server knocking me off, but my patience is wearing thin. Do we have a game plan for squashing further server burps or have we exhausted all options?
Title: Re: SGO6 status
Post by: KBF Soth on August 06, 2006, 09:09:11 pm
To all the peeps who I ve heard scream about sides being balanced  it's been pretty much 2-1 odds since it went live where is the talk now? Why was there no wild geese for this 1? Balance balance balance  hear about it all the time  lets see it applied.
Title: Re: SGO6 status
Post by: Bonk on August 06, 2006, 09:10:31 pm
If people are not alting out of the friendly fire missions regularly then yes, we have exhausted all the options for SQL (we need to get back to stock debug runs).

If the server is still burping then we need to go to the flatfile.
Title: Re: SGO6 status
Post by: Hexx on August 06, 2006, 09:11:03 pm
To all the peeps who I ve heard scream about sides being balanced  it's been pretty much 2-1 odds since it went live where is the talk now? Why was there no wild geese for this 1? Balance balance balance  hear about it all the time  lets see it applied.

It's been 1 day..

Plus it's being being discussed <whistels innocently>
Title: Re: SGO6 status
Post by: Bonk on August 06, 2006, 09:15:26 pm
I will start the process shortly. I'll take a crack at converting the current map table into an mvm file, increase the starting PP, and start at 2266. Once people have created accounts on the flatfile server I can take it down and assign ships if provided a list.
Title: Re: SGO6 status
Post by: Bonk on August 06, 2006, 09:18:04 pm
How many times has it burped tonight?
Title: Re: SGO6 status
Post by: Dizzy on August 06, 2006, 09:59:15 pm
To all the peeps who I ve heard scream about sides being balanced  it's been pretty much 2-1 odds since it went live where is the talk now? Why was there no wild geese for this 1? Balance balance balance  hear about it all the time  lets see it applied.

You have more peeps listed in your signup thread than who have characters on the roster. Dont blame me... Also, I think server burps kill more klingons that feds.

Geese flip after every three days whenever we have a serious hex ownership imbalance. Not a player imbalance.
Title: Re: SGO6 status
Post by: Dizzy on August 06, 2006, 10:02:22 pm
Its burped too many times for me to like...
Title: Re: SGO6 status
Post by: FPF-Tobin Dax on August 06, 2006, 10:14:31 pm
To all the peeps who I ve heard scream about sides being balanced  it's been pretty much 2-1 odds since it went live where is the talk now? Why was there no wild geese for this 1? Balance balance balance  hear about it all the time  lets see it applied.

You have more peeps listed in your signup thread than who have characters on the roster. Dont blame me... Also, I think server burps kill more klingons that feds.

Geese flip after every three days whenever we have a serious hex ownership imbalance. Not a player imbalance.

Hey I've had to sit back and listen to "the alliance signs up and the coalition shows up" more than I would like. Think about it and it's only been 24hrs, please take a deep breath.
Title: Re: SGO6 status
Post by: Dizzy on August 06, 2006, 10:40:10 pm
DH has offerred to host this on his box.

2GHz P4 1GB Ram

His box will be ready 24hrs after you give him notice.

I'd like to continue SQL on his box if you think his machine's performance and seperate connection with full bandwidth would help.
Title: Re: SGO6 status
Post by: SkyFlyer on August 06, 2006, 10:46:31 pm
Do you think that rebooting the machine that the server is on will set the burps back to what they were yesterday (about once an hour...?)

p.s. thanks dh.
Title: Re: SGO6 status
Post by: Bonk on August 06, 2006, 10:52:30 pm
While a generous offer, running SQL on DH's server will not make the difference.

Consistently before each burp I see some variation of this:
Quote
Could not lock PreparedMissions
Character already had PreparedMissions ID
I can use this info, more processor and bandwidth will not fix it.

Running the OCI on another box would be a long setup process, perhaps longer than a day.

We may still want to consider running it on the flatfile on DH's server, but I think we should just go to the flatfile on the server its on.
Title: Re: SGO6 status
Post by: 762_XC on August 06, 2006, 11:05:12 pm
Based on what I have heard from player feedback Bonk, people are more than willing to deal with the burps and periodic downtime in exchange for the OCI and SQL functionality.

Admins frequently complain that people don't show up for test servers - so just consider this a test server. If you are willing to use SGO6 as a live SQL testbed than my read on the population (at least the Alliance) is that people are willing to go along for the ride.
Title: Re: SGO6 status
Post by: Bartok on August 06, 2006, 11:07:54 pm
Greetings All -

I was out playing Bar Quiz/Quizzo and thought i'd logon and fly one or two before retiring (for the nite).  The OCI is ua and indicates 13 players online, but i don't have the server in my list?  -- is the OCI info right now just a cached/snapshot sort of thing I"m thinking?

I take it SGO6 is down for a while as the burping and flatfile issues are considered/addressed?

Sorry to ask possibly redundant questions here....

Cheers
Title: Re: SGO6 status
Post by: Bonk on August 06, 2006, 11:33:44 pm
Based on what I have heard from player feedback Bonk, people are more than willing to deal with the burps and periodic downtime in exchange for the OCI and SQL functionality.

Admins frequently complain that people don't show up for test servers - so just consider this a test server. If you are willing to use SGO6 as a live SQL testbed than my read on the population (at least the Alliance) is that people are willing to go along for the ride.

While not a bad idea in theory, proper debug runs must be done on stock files to provide a baseline for analysis of the results. Unfortunatley, the problem we are seeing on SGO6 on SQL is not going to get better and will get worse with each burp. We will be going with the flatfile tomorrow and the server is down until then.

The serverkit development team is committed to getting the serverkit working on SQL and we will be able to use the OCI and much more once it is done. Hopefully this taste of what is possible will provide motivation for people to show up for those stock tests. Apologies for teasing people with this; things looked good on The Forge but it just does not see the amount of action necessary for these problems to occur.

Yes the server is down Bartok, the OCI is looking at the database which is not down. I will disable the OCI now so that people are not misled and the database is not modified.
Title: Re: SGO6 status
Post by: FPF-DieHard on August 06, 2006, 11:44:00 pm

We may still want to consider running it on the flatfile on DH's server, but I think we should just go to the flatfile on the server its on.

Transefering a FF server fro  one box to another takes about 10 minutes :)   We can try that if need be but I agree with Bonk, thrwoing more horsepower won't fix this.  And to be honest, I think THOR has more horsepower now anyway.
Title: Re: SGO6 status
Post by: KBFLordKrueg on August 07, 2006, 04:40:09 pm
Based on what I have heard from player feedback Bonk, people are more than willing to deal with the burps and periodic downtime in exchange for the OCI and SQL functionality.

Admins frequently complain that people don't show up for test servers - so just consider this a test server. If you are willing to use SGO6 as a live SQL testbed than my read on the population (at least the Alliance) is that people are willing to go along for the ride.

Dangit, T00l....stop getting me to agree with you!  :P
Title: Re: SGO6 status
Post by: 762_XC on August 07, 2006, 04:41:34 pm
You must be mellowing with age.  ;D
Title: Re: SGO6 status
Post by: Bonk on August 07, 2006, 05:57:22 pm
Server and OCI are up. Lets hope it sticks this time. If not, I can have the flatfile ready in relatively short order.
Title: Re: SGO6 status
Post by: KBFLordKrueg on August 07, 2006, 08:24:56 pm
Down, 9:25 pm EST
Title: Re: SGO6 status
Post by: Dizzy on August 07, 2006, 08:27:17 pm
Server burnped about 7 times in 2 hrs. Looks like we are going flatfile...

Edit: Forums are sloooooooooooowww
Title: Re: SGO6 status
Post by: FCM_SFHQ_XC on August 07, 2006, 08:48:51 pm
Edit: Forums are sloooooooooooowww
Yea, the forums have been really slow for me within the last 3 hours..that might have been the problem, but I guess we cant be 100% sure that the forums slow down is related to the SG6 server problems ... hummm ....
Title: Re: SGO6 status
Post by: SideSwipe9th on August 07, 2006, 08:51:37 pm
It's that man with the shifty looking eyes under the table holding the precious cable internet cable your honors :o :D
Title: Re: SGO6 status
Post by: Bonk on August 07, 2006, 09:21:30 pm
OK I will take the server down momentarily. (can't say we didn't try  :-\)

Please do not try to load the flatfile webmap until the server is up. (may be causing the forums to slow down while apache logs the thousands of errors that will generate becsaue the database is not there).

I'm going to take the extra time to update the map with tonights progress. Won't take too long.

Title: Re: SGO6 status
Post by: FCM_SFHQ_XC on August 07, 2006, 09:28:45 pm
*sigh* the server always seems to go up when I am away and go down when I get on.. well hopefully the flatfile will be a little bit more stable :)
Title: Re: SGO6 status
Post by: Bonk on August 07, 2006, 10:05:26 pm
The server is up on the flatfile.

Webmap: http://www.dynaverse.net/webmap_sgo6_ff/

I will work on the Kills page tomorrow morning and should have it ready by late tomorrow afternoon.
Title: Re: SGO6 status
Post by: 762_XC on August 07, 2006, 10:07:52 pm
TY Bonk!
Title: Re: SGO6 status
Post by: Hexx on August 07, 2006, 10:17:32 pm
 :thumbsup:

Thanks Bonk!
Title: Re: SGO6 status
Post by: Bonk on August 07, 2006, 10:37:24 pm
Crap. It just burped on the flatfile. Houston, we have a problem.  :(

I'll let it run the night, but if it keeps burping its a postponement and back to testing.

It was stable on SQL during the original 3 day test, something must have changed for the worse. I'm suspicious of my tension edits to the orions to try and get more missions in neutral territory. But then we changed the shiplist too... Might have to revert to the original test conditions and go from there testing for stability.

Sigh.

Title: Re: SGO6 status
Post by: KBFLordKrueg on August 07, 2006, 11:05:01 pm
 :banghead:

*double sigh*

I kew we should have a longer testing period... :skeptic:
Title: Re: SGO6 status
Post by: 762_XC on August 07, 2006, 11:19:16 pm
Been about an hour since the original flatfile burp, so far so good.

Any chance of getting the freighters out of the yards?
Title: Re: SGO6 status
Post by: 762_XC on August 08, 2006, 01:36:27 am
0237 EDT, still just the one burp. :)
Title: Re: SGO6 status
Post by: Father Ted on August 08, 2006, 07:15:49 am
"To hell with shiplists, the shipyard is stocked with freighters!" Hondo

"His name is Hondo, he's with me" Adrien Monk.
Title: Re: SGO6 status
Post by: Bonk on August 08, 2006, 08:34:39 am
Just the one burp? In which case we're OK (if there was a steady player load).
edit: sure enough the console window is exactly where I left it last night after that burp, meaning it has not burped since.

Freighter production is disabled, the probablility is set to 2.0 (on a 0-1 scale where 0.01 is a high prodcution probablilty and 0.99 is a low production propbablilty).

I can try increasing freighter production probablilty to 0.98 from 2.0 to see if that helps...
Title: Re: SGO6 status
Post by: FPF-DieHard on August 08, 2006, 08:55:56 am
Try Dark Elf's DB cleaner if it get's too burping, that always worked well for me.
Title: Re: SGO6 status
Post by: KBF MalaK on August 08, 2006, 09:06:31 am
Is there a new flat file download or are we still using the one prior to the SQL attempt ??
Title: Re: SGO6 status
Post by: TraumaTech on August 08, 2006, 09:09:52 am
there is a new d/l(flatfile)   


here's the link for ya Mal    http://www.sky-flyer.org/sfc/SGO6/SGO6.exe
Title: Re: SGO6 status
Post by: KBF MalaK on August 08, 2006, 09:15:36 am
there is a new d/l(flatfile)   


here's the link for ya Mal    [url]http://www.sky-flyer.org/sfc/SGO6/SGO6.exe[/url]


TY sir.

Someone should sticky this so it can be found easily, or at least put it in it's own thread without the option to reply to it.
Title: Re: SGO6 status
Post by: Bonk on August 08, 2006, 09:17:32 am
I'm just waiting on deadman to finish a mission so I can reboot for freighter prodcution probablilties, which will take about 20 minutes to cycle out of the yards after the reboot.

We're going to try using Dave's new editor for ship assignments and cleaning if possible. (the db is currently 1.4 MB - not an issue yet, and I expect it to be stable at that size) So far there has been only the one burp.  If Dave's editor fails I'll use DarkElf's cleaner when the time comes, but hopefully we'll be able to assign ships with Dave's editor.


Download info:

http://www.sky-flyer.org/sfc/SGO6/SGO6.exe

or

ftp://www.dynaverse.net/sfc2_op/Mods/SGO6.exe

Correct, the new installer is 5.60MB (5739KB or 5876706bytes). MD5 Checksum: 206756c13f8ad2420042bf3d5a11c03b

MD5 utilities: http://www.whitsoftdev.com/md5/ or http://www.md5summer.org/


Someone should sticky this so it can be found easily, or at least put it in it's own thread without the option to reply to it.


Will do...
Title: Re: SGO6 status
Post by: Bonk on August 08, 2006, 09:29:21 am
Freighter production probability set to 0.99, server rebooted. Should take about 20 minutes (5 x 4 minute turns) for the yards to cycle.

Now to work on the kills page...
Title: Re: SGO6 status
Post by: FPF-DieHard on August 08, 2006, 10:10:51 am
What is the starting DB size?
Title: Re: SGO6 status
Post by: Bonk on August 08, 2006, 11:06:21 am
What is the starting DB size?

907 KB. (no human characters, empty shipyard and intially created AI only)  1.4 seems reasonable to me.
Title: Re: SGO6 status
Post by: Bonk on August 08, 2006, 11:08:06 am
Kills page is up and linked from the flatfile webmap:

http://www.dynaverse.net/webmap_sgo6_ff/kills.php

Just let me know if there are any issues, I haven't tested entering a kill on this modified version.
Title: Re: SGO6 status
Post by: Dizzy on August 08, 2006, 12:26:39 pm
When I click that I get the kills page and see no link there to the webmap. Where's the webmap link? Can you also update the desctiption post with the link, please? Nice job on the kills page. The layout is not just perfect. Having three buttons captured/destroyed/survived is awesome.
Title: Re: SGO6 status
Post by: Dizzy on August 08, 2006, 12:37:09 pm
Also, are all empire hexes able to be reinforced from 10 to 15? It'd be good to be able to do that, but if it's too hard nm..
Title: Re: SGO6 status
Post by: Bonk on August 08, 2006, 01:33:16 pm
When I click that I get the kills page and see no link there to the webmap. Where's the webmap link? Can you also update the desctiption post with the link, please? Nice job on the kills page. The layout is not just perfect. Having three buttons captured/destroyed/survived is awesome.


http://www.dynaverse.net/webmap_sgo6_ff/

Also, are all empire hexes able to be reinforced from 10 to 15? It'd be good to be able to do that, but if it's too hard nm..


That could be a real pain, but I might be able to come up with an easy search and replace with my hex editor that will do the trick next maintenance cycle. No promises on that one though.
Title: Re: SGO6 status
Post by: Bonk on August 09, 2006, 07:38:33 am
The server is coming down for maintnenance shortly. Should not be down more than an hour or two.
Title: Re: SGO6 status
Post by: Bonk on August 09, 2006, 10:13:35 am
The server is back up.

- Max DV 10 hexes edited to a max DV of 15 by manual db edit with a hex editor.
- Team leaders assigned a PP bonus of 15K by manual db edit with a hex editor.
- Database cleaned with Darkelf's cleaner - shipyards will fill up within the next 4 turns. (db was still at 1426KB, 864KB after cleaning, I expect it to stabilise at ~1400KB again once the yards fill up.)
- Dave's editor choked on the db... (before I attempted cleaning with DarkElf's) while getting objects it maxed the cpu to 100% then sat there for ten minutes or more - I tried it twice. We will find an alternat arrangement for assigned ships. Likely a key script and ship assignment version of the serverside shiplist to be used next maintnenance cycle if I can coordinate with the assignees.
If the server is destabilised by these edits I will simply revert to the db before these edits were made, though I expect it to be fine.
- Scheduled automatic backup setup for 4 AM and 4 PM daily as an extra backup.
Title: Re: SGO6 status
Post by: Bonk on August 09, 2006, 11:29:56 am
The machine that SGO6 is running on went down - short power outage.

I'm going to start SGO6 back up and restore the db from just after the edits and cleaning I did this morning. Apologies for any inconvenience.
Title: Re: SGO6 status
Post by: Bonk on August 09, 2006, 11:35:13 am
There will be a bit of a delay, it will take a little time to get the machine that the directory servers and our mail server are running on back up.
Title: Re: SGO6 status
Post by: Bonk on August 09, 2006, 12:39:37 pm
The server will remain down until Frey gets back to finish restarting the servers, there is stuff I cannot do by remote.   :(
Title: Re: SGO6 status
Post by: KBF Soth on August 09, 2006, 01:00:44 pm
See the list now but no sg6
Title: Re: SGO6 status
Post by: Bonk on August 09, 2006, 01:02:16 pm
See the list now but no sg6

The server will remain down until Frey gets back to finish restarting the servers, there is stuff I cannot do by remote.   :(
Title: Re: SGO6 status
Post by: NuclearWessels on August 09, 2006, 01:07:06 pm
...
- Dave's editor choked on the db... (before I attempted cleaning with DarkElf's) while getting objects it maxed the cpu to 100% then sat there for ten minutes or more - I tried it twice. We will find an alternat arrangement for assigned ships. Likely a key script and ship assignment version of the serverside shiplist to be used next maintnenance cycle if I can coordinate with the assignees.
...

Hey Bonk, could I get a copy of the DB that it choked on?
It would help immensely with debugging the editor.

thanks!
dave
Title: Re: SGO6 status
Post by: Bonk on August 09, 2006, 01:24:13 pm
...
- Dave's editor choked on the db... (before I attempted cleaning with DarkElf's) while getting objects it maxed the cpu to 100% then sat there for ten minutes or more - I tried it twice. We will find an alternat arrangement for assigned ships. Likely a key script and ship assignment version of the serverside shiplist to be used next maintnenance cycle if I can coordinate with the assignees.
...

Hey Bonk, could I get a copy of the DB that it choked on?
It would help immensely with debugging the editor.

thanks!
dave


I thought you might ask. I'll pack that up and PM you a link.
Title: Re: SGO6 status
Post by: Bonk on August 09, 2006, 01:46:31 pm
Looks like Frey got things going again. (He's the man!  :thumbsup:)

SGO6 is back up, post edit and cleaning db from this morning restored.
Title: Re: SGO6 status
Post by: Bonk on August 10, 2006, 10:45:29 am
It looks like we are suffering drastically reduced bandwidth again. (Frickin Comcast... >:()  If people are having a hard time maintaining connection to the game server we could move it to DieHard's server if he is still willing and able to host. (may result in no webmap and kills page) The directory server will still be on our iffy connection but hopefully will still work OK as it should only be managing very small amounts of udp traffic, the firewall detection server may have more trouble with the low bandwidth however...

I am about to write another politely irate and desperate letter to Comcast on behalf of the DGA to tell them they are slowly killing us and that I have never seen anything like this happen in Canada (that ought to goad them into action...;)).
Title: Re: SGO6 status
Post by: Hexx on August 10, 2006, 10:48:31 am
Mention about the net not being a truck after all..
Title: Re: SGO6 status
Post by: FPF-DieHard on August 10, 2006, 12:27:01 pm
Let me know if you need to transfer to my box, I can make it available but I would prefer not to as it screw up my ability to draft.
Title: Re: SGO6 status
Post by: Bonk on August 10, 2006, 02:48:27 pm
Roger, thanks for being on reserve, much appreciated. It looks like we're OK for now.
Title: Re: SGO6 status
Post by: Dizzy on August 10, 2006, 03:24:37 pm
Server is down for a few minutes while we are assigning a ship..
Title: Re: SGO6 status
Post by: Bonk on August 10, 2006, 03:54:26 pm
Thanks Dizzy...

Ship assignment is complete, database cleaned, server is back up.
Title: Re: SGO6 status
Post by: NuclearWessels on August 11, 2006, 04:33:46 pm
...
- Dave's editor choked on the db... (before I attempted cleaning with DarkElf's) while getting objects it maxed the cpu to 100% then sat there for ten minutes or more - I tried it twice. We will find an alternat arrangement for assigned ships. Likely a key script and ship assignment version of the serverside shiplist to be used next maintnenance cycle if I can coordinate with the assignees.
...

Hey Bonk, could I get a copy of the DB that it choked on?
It would help immensely with debugging the editor.

thanks!
dave


I thought you might ask. I'll pack that up and PM you a link.

Thanks Bonk!   

Problem solved (discovered yet another difference between the server and SP layouts that had to be accounted for).

An updated version of the editor is now posted in the usual location.

dave


Title: Re: SGO6 status
Post by: Dizzy on August 11, 2006, 04:35:58 pm
weeeeeeeeeeeeeeeeeeeeeeeeeeeeee!
Title: Re: SGO6 status
Post by: Bonk on August 11, 2006, 04:44:09 pm
Coolness. I'll give that a try. Though the db is now in a state of post cleansing with Darkelf's cleaner which may also affect things. I'll let you know what I find.
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 08:38:39 am
Server will be down for maintnence for a short time this morning. (db clean, test Dave's new editor and test combined chat channels...)
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 09:29:23 am
 :woot:  Dave's updated editor appears to have worked just fine! (S'cippy will be happy...) I used it to clean, edit PP and edit a character ship (just to test). Looks good so far, I have yet to login to see the result though.  (We'll need to test out the other editor functions at some point, perhaps create a flatfile test server just for that purpose...)

Currently testing combined chat channels... it seems to delay the creation of the main chat channels as the duplicates fail to be created but it just might work. (So if you login just after the server is started up you may not be able to join the general channel... Going to login to test it now.

Server is back up (if chat is buggered, I'll just set it back to normal and reboot it quick, if the db is buggered by the edits with Dave's editor it will take a few more minutes to reboot er, but we'll be back in business one way or the other shortly...)
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 09:48:40 am
Well the combined chat channels worked buuut, coalition could join alliance and vice-versa, so we're back to normal chat channels.  :-\
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 10:17:54 am
I had edited my ship from a Z-BF to a Z-BC with EDDBEDIT, tested it in mission and it worked fine! I traded that back in and bought me a new Z-BF though...

Might be nice to be able to add a ship to a player as opposed to just replacing the existing one, unless I missed taht option somewhere...

I did all these edits on the db that had aleady been cleaned with DarkElf's cleaner too. It appears EDDBEDIT does not clear out the shipyards unlike DarkElf's cleaner (which is a good thing).

If anyone who was in a busy area last night where there was lots of drops and ALTS could report if the db does appear clean there now, that would be helpful...

I noticed a quirk in the economic report on the server though, each race was duplicated, once at their full economic value and once with a zero economic value. I don't know if this was present before these edits or not, but it does not seem to affect things... (its possible that my earlier manual max DV edits might have caused this...)

So all in all, awesome job Dave!  :thumbsup:

Requests for the future if easily done:
-Option to add ships to a character as opposed to just replace them
-Conditional bulk map edits. (e.g. set MaxDV=15 where MaxDV=10) though that might be a real pain to setup.

Regardless, I'm damn happy with what we've got!  ;D
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 10:21:29 am
Long story short:

Database cleaned, Dave's updated editor sucessfully tested, no combined chat channels.

Server is up.
Title: Re: SGO6 status
Post by: Dizzy on August 12, 2006, 02:01:30 pm
WTG Bonk and ED. More toys to play with... I'm concerned about the long term effect of the economic report... wonder what will happen... Does it affect the map summary?
Title: Re: SGO6 status
Post by: NuclearWessels on August 12, 2006, 02:34:17 pm
...

Requests for the future if easily done:
-Option to add ships to a character as opposed to just replace them
-Conditional bulk map edits. (e.g. set MaxDV=15 where MaxDV=10) though that might be a real pain to setup.

Regardless, I'm damn happy with what we've got!  ;D

Whoops - should have thought of the add ships option, I don't think that should be too much of a hassle.

I started work on the conditional bulk map edits about a month ago, but kept getting distracted by mission edit requests <cough>diz</cough>  ;)

Is one condition sufficient, or would two be preferable?

Holler if you spot any other quirks!
dave
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 03:15:16 pm
I'm concerned about the long term effect of the economic report... wonder what will happen... Does it affect the map summary?

It will not affect the map summary page. The shipyards seem to be working fine so I'm not too concerned about it overall.

Is one condition sufficient, or would two be preferable?

I would think that one would be sufficient.
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 07:25:44 pm
It just occurred to me that we may be able to implement the "Keep what you capture" rule with Dave's new editor. So let me know if anyone wants to claim a captured enemy ship and we can give it a try. (bear in mind that for now it will replace your current ship)
Title: Re: SGO6 status
Post by: Dizzy on August 12, 2006, 09:12:50 pm
Server went down at 9:15pm central. 45 mins left till end of round 1.
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 09:22:24 pm
Great timing eh?  >:(

Server burped, clean with Dave's editor failed, cleaned with DE's editor successfully, restored combined chat channels, rebooted server. (if you dont get general chat on login just logout, wait a few minutes and login again - you logged in to soon after the server started...)

Dave, I will pack up the db that failed to clean and PM you a link tomorrow. (lucky you! ;)) 

Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 09:29:55 pm
Did somebody else login to Thor and start the server on another remote session? It seems there is more than one remote session going on on Thor. (both running a copy of the server?) I may have to log both sessions off from the domain controller and start the server again from the cleaned copy of the db if this is the case... taking a look, will advise...
Title: Re: SGO6 status
Post by: Dizzy on August 12, 2006, 09:32:02 pm
its running we are fine... server round one ends at 10:15... just a few mins left.
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 09:33:35 pm
Yup, it look like this is the case... I will log both sessions off and reboot the server on the copy of the db I just cleaned... (thoug I wonder if the server burped and teh db was corruped by someone logging in and starting the server on another remote session while it was already running?
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 09:44:00 pm
It seems that there is two copies of the serverkit running on one database. Dizzy started a second copy of the serverkit on another remote session while I had already started it after a db clean. I had failed to announce that I was working on it on TS. (Damn this connection I can;t use TS and do anything else at the same time) Dizzy wants to leave it up for the next half hour, be prepared for it to be totally wonky...

Depending on the timing I determine from a forensic analysis of the situation, we may have to roll the database back to this afternoons scheduled backup from 4 PM.  :-\

EDIT: make that three copies of the kit running on two remote sessions...  :(
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 10:03:13 pm
I will check back in about a half an hour, stop all running copies and restore a database that I know is not corrupted.
Title: Re: SGO6 status
Post by: NuclearWessels on August 12, 2006, 10:19:32 pm
Great timing eh?  >:(

Server burped, clean with Dave's editor failed, cleaned with DE's editor successfully, restored combined chat channels, rebooted server. (if you dont get general chat on login just logout, wait a few minutes and login again - you logged in to soon after the server started...)

Dave, I will pack up the db that failed to clean and PM you a link tomorrow. (lucky you! ;)) 



$#%&^!!!  ;)

Thanks Bonk!
dave
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 10:35:30 pm
Great timing eh?  >:(

Server burped, clean with Dave's editor failed, cleaned with DE's editor successfully, restored combined chat channels, rebooted server. (if you dont get general chat on login just logout, wait a few minutes and login again - you logged in to soon after the server started...)

Dave, I will pack up the db that failed to clean and PM you a link tomorrow. (lucky you! ;)) 



$#%&^!!!  ;)

Thanks Bonk!
dave


I have yet to determine if it was corrupted by running multiple copies of the kit on one database... you may not be able to account for that.
Title: Re: SGO6 status
Post by: Dizzy on August 12, 2006, 10:48:09 pm
Well, at least we got to the end of the VC Round w/o a major issue. Small 15 min outtage but we are ok otherwise... Let's see what happens.
Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 10:50:52 pm
The extra copies of the kit were started after I grabbed that database so that is not the reason the editor had issues, the server did crash for the first time since it started just before this copy of the db however, which may be realted. I'll PM you a link to the troublesome db momentarily Dave.

Database from 9:10 PM Central restored, server rebooted.

Only about an hour is lost in the difference. I'll be sure to check for Dizzy on TS before I edit and reboot the server in future, apologies for any inconvenience.

The question is why did the terminal server allow multiple sessions on the same login?... oh wait I think I know why, I'll have to check with Frey to see if we can prevent that from happening should we get our wires crossed again. Tough one though, tricky call as to wther to allow dupliacte sessions or not. hmmm....

Title: Re: SGO6 status
Post by: Bonk on August 12, 2006, 10:55:28 pm
Well, at least we got to the end of the VC Round w/o a major issue. Small 15 min outtage but we are ok otherwise... Let's see what happens.

We lost an hour and 20 minutes. Had I just stopped the multiple copies immediately and restored the good database, we would have only lost 15 minutes. Oh well, I know to check TS make sure you're not starting a copy of the server when I am working on it now.  :-[
Title: Re: SGO6 status
Post by: Dizzy on August 12, 2006, 11:49:59 pm
No biggy... As long as we notify everyone on TS one of us is on top of the issue I dont see the stars getting crossed. ;) At least we didnt have a snafu happen trying to reach the end of round one... We actually made it there with only a small server outtage for 15 mins. Overall Im happy.
Title: Re: SGO6 status
Post by: NuclearWessels on August 13, 2006, 11:31:24 am
Great timing eh?  >:(

Server burped, clean with Dave's editor failed, cleaned with DE's editor successfully, restored combined chat channels, rebooted server. (if you dont get general chat on login just logout, wait a few minutes and login again - you logged in to soon after the server started...)

Dave, I will pack up the db that failed to clean and PM you a link tomorrow. (lucky you! ;)) 



$#%&^!!!  ;)

Thanks Bonk!
dave


I have yet to determine if it was corrupted by running multiple copies of the kit on one database... you may not be able to account for that.

Well, that was embarassing.  Apparently (a) I can't count, and (b) I forgot to rerun the test with prepared mission in the list  ::)

Fixed now, and reposted

dave
Title: Re: SGO6 status
Post by: Bonk on August 13, 2006, 12:33:34 pm
Very interesting.... I meant to mention in the Dev forum that I think we should have the server clear the prepared mission list on startup to deal with when crashes occur... I suspect it confuses the kit on SQL even more so.

Again, thanks bunches Dave!  :)  I think this is what may have been an issue preventing the editor from working for some time now, as Scipio always found it stopped working after the first few days of a server (probably after the first crash with prepared missions in the db that never get cleared...).

I will test it out on the next maintenance cycle and let you know the result. (probably tomorrow morning, though possibly sooner)
Title: Re: SGO6 status
Post by: NuclearWessels on August 13, 2006, 01:46:44 pm
Very interesting.... I meant to mention in the Dev forum that I think we should have the server clear the prepared mission list on startup to deal with when crashes occur... I suspect it confuses the kit on SQL even more so.

Again, thanks bunches Dave!  :)  I think this is what may have been an issue preventing the editor from working for some time now, as Scipio always found it stopped working after the first few days of a server (probably after the first crash with prepared missions in the db that never get cleared...).

I will test it out on the next maintenance cycle and let you know the result. (probably tomorrow morning, though possibly sooner)

If you'd like, I can set the DB clean option to clean out the prepared mission lists at the same time as the rest (just a one line code change)

dave
Title: Re: SGO6 status
Post by: Bonk on August 13, 2006, 01:52:40 pm
Very interesting.... I meant to mention in the Dev forum that I think we should have the server clear the prepared mission list on startup to deal with when crashes occur... I suspect it confuses the kit on SQL even more so.

Again, thanks bunches Dave!  :)  I think this is what may have been an issue preventing the editor from working for some time now, as Scipio always found it stopped working after the first few days of a server (probably after the first crash with prepared missions in the db that never get cleared...).

I will test it out on the next maintenance cycle and let you know the result. (probably tomorrow morning, though possibly sooner)

If you'd like, I can set the DB clean option to clean out the prepared mission lists at the same time as the rest (just a one line code change)

dave


Makes sense to me, but there is a PreparedMissionsID for each character in the character table as well, these should probably also be cleared for the corresponding entries that exist in the prepared missions list (or just set all characters to no preapredmissionsID since the list would be being emptied anyway)  which may or may not be a pain to do...  :-\
Title: Re: SGO6 status
Post by: NuclearWessels on August 13, 2006, 02:02:59 pm

Ah bugger, that's right.  NM, that will have to wait for another day  ;)

dave
Title: Re: SGO6 status
Post by: 762_XC on August 13, 2006, 09:41:55 pm
Lots of burping tonight.
Title: Re: SGO6 status
Post by: Dizzy on August 13, 2006, 09:46:23 pm
More details.... player numbers during the burp? Forfeits in the news? Were the forums slow? Frequency? etc...
Title: Re: SGO6 status
Post by: Bonk on August 13, 2006, 10:39:20 pm
I will take a look in a few minutes.

EDIT: report is that it burped twice a couple hours ago and has since stabilised. Probably just clogged "tubes"... ;)

I'll do the db clean in the morning as planned and leave it be for tonight.
Title: Re: SGO6 status
Post by: TraumaTech on August 13, 2006, 11:45:59 pm
I will take a look in a few minutes.

EDIT: report is that it burped twice a couple hours ago and has since stabilised. Probably just clogged "tubes"... ;)

I'll do the db clean in the morning as planned and leave it be for tonight.



 when in the morning???? and how long will it  take?????
Title: Re: SGO6 status
Post by: Bonk on August 13, 2006, 11:49:39 pm
When I get up, and about 15 minutes. Do not worry, I'll announce it on general chat in advance and wait for folks to get out of mission, as usual.
Title: Re: SGO6 status
Post by: 762_XC on August 14, 2006, 12:58:33 am
Do it as soon as TT logs on, then call me and tell me what hex he was in.
Title: Re: SGO6 status
Post by: Dizzy on August 14, 2006, 01:52:59 am
 :lol:
Title: Re: SGO6 status
Post by: TraumaTech on August 14, 2006, 02:16:11 am
Do it as soon as TT logs on, then call me and tell me what hex he was in.



just be there when i get on(approx. 0630  A.M.  ATLANTIC)   i'll tell ya what hex i am in  :)
Title: Re: SGO6 status
Post by: 762_XC on August 14, 2006, 10:03:36 am
6:30?? :o OMG. I'll look for u later.
Title: Re: SGO6 status
Post by: Dizzy on August 14, 2006, 10:16:04 am
Don't worry tool, Me and Dax got em... in more ways than one. ;)
Title: Re: SGO6 status
Post by: Bonk on August 14, 2006, 10:49:13 am
Database edited (awarded PP bonus to two reserve wild geese characters) and cleaned successfully with Dave's latest editor.  :)
The server is back up.
Title: Re: SGO6 status
Post by: Bonk on August 15, 2006, 09:56:58 am
Taking the server down for a db clean and edits in a few minutes. It should take about 15 minutes.
Title: Re: SGO6 status
Post by: Bonk on August 15, 2006, 10:16:47 am
Done, db cleaned, three missions pulled: Met_ED10Monster.scr, Met_ED10PiratesInTheMiddle.scr, Met_NW2HoldingAction.scr.

Server is back up.
Title: Re: SGO6 status
Post by: Bonk on August 15, 2006, 01:11:38 pm
The server just crashed, and did not come back up. I suspect it has been destabilised by removing those three missions. I may have to restore the database from before this morning's clean and put those three missions back in, though I will use the new versions which have wider drafting conditions which will require a small missions update download.

Regarding the holding action mission, do not be a jerk and kill the listening post to end a PvP mission you are losing. Players caught doing this will be banned from the server, no exceptions.
Title: Re: SGO6 status
Post by: Bonk on August 15, 2006, 01:18:53 pm
It came back up... if it crashes again I will take the action outlined my previous post. It ran all day and all night yesterday without a single crash with a peak load of 27 players, I want that to continue.
Title: Re: SGO6 status
Post by: Bonk on August 16, 2006, 10:38:55 am
I have been instructed to remove the 32KB/s bandwidth throttle on the Dynaverse.net website. Expect connection difficulties on SGO6 as nothing will be stopping the webserver from consuming all of our total upstream bandwidth of 96KB/s.

DieHard, is the offer still open to run SGO6 on your machine?

Title: Re: SGO6 status
Post by: Dizzy on August 16, 2006, 11:33:14 am
He said yes. So in the meantime are we putting the campaign on hold till tonight or will the server still work till its transferred?
Title: Re: SGO6 status
Post by: Bonk on August 16, 2006, 01:43:50 pm
I'm leaving it up until its transferred tonight, but I do not expect it to work well.
Title: Re: SGO6 status
Post by: Dizzy on August 16, 2006, 03:02:10 pm
Its working fine... I bet a larger player load will not be good, so Im glad we are able to transfer it to DH's box where we can still get 35+ peeps on.
Title: SGO6 Alien Encounter Mission
Post by: Bartok on August 16, 2006, 03:04:59 pm
Just had a great one on SGO6 -

While flying a KDR got the "Alien Encounter" mission.  I had one Lyran CCF I think ai ally and one other small rom ship frigate - useless.  It gave me 2 Andromedans  8)  One was id'd as pirate the other as monster.  Was tough but survived.  The monster version had 3 pf's i think, possibly 4 and the pirate had 1.  

Really enjoyed the nasty trbh's - those pf's were reading as having 16 crew aboard? (forgot to mention why didn't my PlasmaD's fire on the pf's? - that by design?)

Sadly - I didn't think - or attempt a capture... would I have been allowed to fly an Andromedan ship?!  ---- how much "metal" would that account for if'n I could  ;D

Cheers
Title: Re: SGO6 status
Post by: Dizzy on August 16, 2006, 03:10:24 pm
Geez... I never thought about that... What if you had a PvP and capped another players Andro ship? I guess you could use it... haha
Title: Re: SGO6 status
Post by: Dfly on August 16, 2006, 04:21:27 pm
I thought that mission was to be pulled today as it has proved that if in a PvP  1v1, the drafted gets to fly the Andromedan ship and not his ship.  Bonk and Krueg tried it last night, and that is what happens.  I myself have seen it happen twice with Nomad in a previous campaign.

Also, wanted to post it last night but forgot so doing it now.  We drafted a Mirak BCX in one mission.  We ran that same mission moments later and drafted a Mirak CMXDm.  The timeline for those 2 incidents were 2274.218 and 2274.220 respectively .   The mission was Met_ED17Patrol .   I hope this information helps.
Title: Re: SGO6 status
Post by: Dizzy on August 16, 2006, 05:01:03 pm
Already covered the andro mission in admin forum. Good info on the time warp mission. I say a D7W in 74. Only other times Ive seen ED time wap.
Title: Re: SGO6 status
Post by: Hexx on August 16, 2006, 08:32:07 pm
Drafted TT in another ED_17 patrol, had a PF_Ld (YFA 18)
Title: Re: SGO6 status
Post by: NuclearWessels on August 16, 2006, 10:22:44 pm
Hmmmm .... are any of these out-of-era beasts showing up with the ship name "Reinforcements"?

If so, I can fix it (well, by stopping the reinforcement ship from getting generated).   It would also explain why it happens in the #17s more often than the other scripts, especially if you're flying with a wing.  I get the feeling I better remove all the reinforcements, since the same potential exists in other missions, it's just less frequent.


If it's not a reinforcement ship, then it would seem the core drafting mechanism is picking ships from outside the timeline (which seems unlikely and would be much more perplexing)

dave
Title: Re: SGO6 status
Post by: Dizzy on August 16, 2006, 10:34:53 pm
Clearly we need more info before proceeding...

Also, there's a mission that starts you out 45k away from your enemy... Way too unfair for plasma captains... Minimum start distance should be 90k.
Title: Re: SGO6 status
Post by: NuclearWessels on August 16, 2006, 10:40:15 pm
Clearly we need more info before proceeding...

Also, there's a mission that starts you out 45k away from your enemy... Way too unfair for plasma captains... Minimum start distance should be 90k.

Got a mission name diz?  Manually eyeballing my way through a couple of hundred maps trying to spot a misplaced G or W isn't too reliable ;)

thanks!
dave
Title: Re: SGO6 status
Post by: Hexx on August 16, 2006, 10:53:16 pm
Happened again for the out of era (Kzin FDX)
and again patrol_17.
I had 2 wings, don't believe it was listed as reinforcement , but I'll pass the word to keep an eye out if it happnes again.
Title: Re: SGO6 status
Post by: el-Karnak on August 17, 2006, 12:16:43 pm

If it's not a reinforcement ship, then it would seem the core drafting mechanism is picking ships from outside the timeline (which seems unlikely and would be much more perplexing)

dave


He speaketh the time warp armaggedon thoughts!!   :o
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 04:13:36 am
As expected, leaving the webserver unthrottled while running a loaded Dynaverse server has corrupted the Dynaverse Server database. Dave's editor can no longer find objects in the database.

I will try to edit PP manually with a hex editor, but cannot assign ships or make any other changes with Dave's editor unless he can account for the borked database. (which is an unreasonable expectation)

Actually, fruck it,  I can't be bothered to make manual hex edits for relatively insignificant amonts of PP.

And the webserver was still slow while unthrottled as it was being spidered by seach engines... 96KB/s vs 32KB/s... both slow! Now wasn't that worth it folks?  ::)
Title: Re: SGO6 status
Post by: Dizzy on August 18, 2006, 05:28:08 am
Well, whoever ordered the unthrottle of the webserver had to have a damned good reason for it. The meat and bones of this place is the server. And frucking up the DB is just damned stupid as hell...

How will the DB fair later on? Can we still clean it or are we looking at an articfire meltdown later down the road?
Title: Re: SGO6 status
Post by: Bartok on August 18, 2006, 08:39:49 am
As expected, leaving the webserver unthrottled while running a loaded Dynaverse server has corrupted the Dynaverse Server database. Dave's editor can no longer find objects in the database.

Wow - I'm sorry to hear bout this.  While it's troublesome for all of us as players, it's particularly troublesome for you guys with access codes to the engine room  :D

A long time ago I used to do stuff w/ColdFusion, SQL7 and MSAccess (for client/local front end ui to db).  While I'm useless with MySql and .php I would so love to help u out when u hit tech glitches though i'd be more of a hindrance probably.  Are the webserver and DB on the same box?  Also - in a long a project i based some output in cf on cached queries/stored procs.  That gave the DB some stress relief when client/info pages were being hit hard.  Obviously this only refers to a transactional system (OCI) interacting with they Dyna DB but maybe that could help out a little? --- you're probably already doing the equivalent ;D   you'd still need to edit the original tables for insertions like ships and pp of course...

The forums/BB stuff is different, but I now feel bad for uploading some BIG files to the downloads section..... (a while back)

btw - I know there's the "uptime" page for the various boxes, Thor, heimdall etc... but is there a more "narrative" descript of what runs on each.    Would also love to see some pictures from the engine room, make sure you wear your red shirt  ;)
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 09:54:29 am
Well, whoever ordered the unthrottle of the webserver had to have a damned good reason for it. The meat and bones of this place is the server. And frucking up the DB is just damned stupid as hell...

How will the DB fair later on? Can we still clean it or are we looking at an articfire meltdown later down the road?

Wrong. It was ordered that the webserver be unthrottled with the reason being the expectation that it would speed up the kills page. (Totally wrong, see kills page load time thread). Leadership was misguided by users. Nobody actually believed me that the kills page was slow because it was loading the 1.4 MB flatfile db. I have since modified the kills page so that it no longer reads the flatfile db to get the server name and stardate. It will be considerably faster. (totally unrelated to any throttling of the webserver)

DarkElf's cleaner seems to still work fine so we should be OK, just no edits unless Dave can figure out how our db got screwed up. (objects seem to be split up now...).

I am going to ban Yahoo's spider from our site, as it has been what has been saturating our assigned bandwidth for the last few days. Hardly anybody uses Yahoo's search engine anyway, so we stand to lose nothing from banning it in my opinion.
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 10:13:22 am
I just banned Yahoo's too greedy spider from our site in the robots.txt file:

Quote
User-agent: Slurp
Disallow: /

http://www.dynaverse.net/robots.txt

However, my remote desktop sessions have been slower than normal lately (not throttled) which indicates a larger bandwidth issue. Which I have observerd lately to be more of an issue during the day. Perhaps our cable TV thiefs are getting a lttle better at coax connections and are getting wise to schedules.

Also note lately that the ICQ status icons seem to be lagging the forums considerably. I have recently added the icq sites to my hosts file to avoid this for my browsing experience here.

Quote
127.0.0.1   web.icq.com
127.0.0.1   status.icq.com
Title: Re: SGO6 status
Post by: NuclearWessels on August 18, 2006, 02:34:54 pm
Clearly we need more info before proceeding...

Also, there's a mission that starts you out 45k away from your enemy... Way too unfair for plasma captains... Minimum start distance should be 90k.

Got a mission name diz?  Manually eyeballing my way through a couple of hundred maps trying to spot a misplaced G or W isn't too reliable ;)

thanks!
dave


Found the mission in question - looks like it was one of the maps on 17PatrolEnemy

EDIT: the updated DB editor is now posted Bonk, looks like we're still good to go!

dave
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 03:54:09 pm
EDIT: the updated DB editor is now posted Bonk, looks like we're still good to go!

Excellent! You da man!  :-*
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 04:50:14 pm
Server is down for edits right now. Should have them done soon.
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 05:37:15 pm
Edits done. Server is back up.

Dave, I found some quirks about ship assignments though....
- I found I was unable to assign ships from a foreign race it would tell me the ship was not found, though I know it is there. I tried changing the characters race to the the race I desired to get the ship from but that did not seem to do it either.
- I also found it told me that the ship was not found if I tried to replace a second ship for the character, even though the ship was the same as the first that replaced sucessfully.
- I tried making token changes to other parts of the character first and that seemed to help, I think I came across a case of where if I did not edit something else like PP for the character first it would tell me that the ship I wanted to assign was not found.

It will take some more screwing around to figure this out I think, I can provide more detail if needed, (the db, the shiplist, the ships and characters involved...)

Otherwise, it seemed to work fine, cleaned and edited stuff without getting upset. Again, great work man!
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 05:43:32 pm
The webmap is down for now. I should have it back up shortly. I discovered that the webserver was getting the Dynaverse server database file over the WAN instead of the LAN as I was referrring to the Dynaverse server by name, which used to resolve to its LAN IP address first, but network restructuring has changed that. (this would explain some of the slowness of the webserver lately and the webmap pages in particular - as this would be consuming way too much bandwidth on the WAN when it could all be done on the LAN.) I have reconfigured the webmap to connect to the LAN IP Address of the dynaverse server directly but the permissions are not quite right for that it seems, I'll just have to fart with it a bit and should have it working again shortly.
Title: Re: SGO6 status
Post by: Hexx on August 18, 2006, 05:47:04 pm
The webmap is down for now. I should have it back up shortly. I discovered that the webserver was getting the file over the WAN instead of the LAN as I was referrring to the Dynaverse server by name, which used to resolve to its LAN IP address first, but network restructuring has changed that. (this would explain some of the slowness of the webserver lately and the webmap pages in particular - as this would be consuming way too much bandwidth on the WAN when it could all be done on the LAN.) I have reconfigured the webmap to connect to the LAN IP Address of the dynaverse server directly but the permissions are not quite right, for that it seems, I'll jsut have to fart with it a bit and should have it working again shortly.

Thanks Bonk.

If I may request a small favour though. Could you keep your explanations a bit shorter?
" webmap is down" would be fine.
No offence, but I find the longer your posts, the stupider I feel.
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 06:01:22 pm
If I may request a small favour though. Could you keep your explanations a bit shorter?
" webmap is down" would be fine.
No offence, but I find the longer your posts, the stupider I feel.

Lol. Sorry, I was afraid of that. Sometimes I can take a simple message and complicate it way beyond what is necessary. I often have a hard time with the concept of "too much information".
Title: Re: SGO6 status
Post by: NuclearWessels on August 18, 2006, 07:34:27 pm
Edits done. Server is back up.

Dave, I found some quirks about ship assignments though....
- I found I was unable to assign ships from a foreign race it would tell me the ship was not found, though I know it is there. I tried changing the characters race to the the race I desired to get the ship from but that did not seem to do it either.
- I also found it told me that the ship was not found if I tried to replace a second ship for the character, even though the ship was the same as the first that replaced sucessfully.
- I tried making token changes to other parts of the character first and that seemed to help, I think I came across a case of where if I did not edit something else like PP for the character first it would tell me that the ship I wanted to assign was not found.

It will take some more screwing around to figure this out I think, I can provide more detail if needed, (the db, the shiplist, the ships and characters involved...)

Otherwise, it seemed to work fine, cleaned and edited stuff without getting upset. Again, great work man!

Thanks Bonk,

it doesn't terribly surprise me - IIRC when I first glommed some of the code together I was amazed it worked at all ;)

I'll certainly have a look to see what's up though.   
One fine day I may even clean up my code.  <ignores remarks about pigs flying>

dave
Title: Re: SGO6 status
Post by: Bonk on August 18, 2006, 07:39:37 pm
Cool, just let me know if you need more info on it.

The webmap is back up.

(extra info: it was already getting the db over the LAN - it would have been impossible for it to get it over the WAN because of the way we have things setup - no filesharing on the WAN of course... Duh!  [Bonk gets to know nbtstat...] I did however limit the php code to only read the first ~800KB of the database to optimise its function, as that is all that it is currently decoding anyway, up to the end of the political tensions matrix...)
Title: Re: SGO6 status
Post by: FSD-Merlin_XC on August 19, 2006, 03:08:47 am
The mission Met_ED10PatrolEnemy only drafts 2 players
Title: Re: SGO6 status
Post by: Dizzy on August 19, 2006, 03:16:48 am
Well, it drafted u2 but not me.
Title: Re: SGO6 status
Post by: NuclearWessels on August 19, 2006, 01:42:40 pm
Edits done. Server is back up.

Dave, I found some quirks about ship assignments though....
- I found I was unable to assign ships from a foreign race it would tell me the ship was not found, though I know it is there. I tried changing the characters race to the the race I desired to get the ship from but that did not seem to do it either.
- I also found it told me that the ship was not found if I tried to replace a second ship for the character, even though the ship was the same as the first that replaced sucessfully.
- I tried making token changes to other parts of the character first and that seemed to help, I think I came across a case of where if I did not edit something else like PP for the character first it would tell me that the ship I wanted to assign was not found.

It will take some more screwing around to figure this out I think, I can provide more detail if needed, (the db, the shiplist, the ships and characters involved...)

Otherwise, it seemed to work fine, cleaned and edited stuff without getting upset. Again, great work man!

OK, there were a bunch of little things tangling each other up here.

It should correctly find and assign ships now, same race or not, and should work ok for 2nd/3rd ships of a player

dave
Title: Re: SGO6 status
Post by: Bonk on August 19, 2006, 01:46:05 pm
Whoohooo! I'll try assigning a captured ship on the next db clean in the morning. Thanks Dave!
Title: Re: SGO6 status
Post by: Bonk on August 20, 2006, 08:13:51 am
I'm taking the server down for morning maintenance in a few minutes...
Title: Re: SGO6 status
Post by: Bonk on August 20, 2006, 08:57:01 am
Maintenance complete. Server is back up.

Dave, the ship assignment seemed to go OK this time, one possible quirk though, I edited only one ship for one character but it showed this on the console:

Quote
Q
Finished modifications to ship 1
================================
Finished modifications to ship 2
================================

Perhaps the character had two ships? Though I thought it would ask me about the next ship if there was one...

Another potential problem: Deadman seems to have lost three characters (or maybe just his memory?) I'm downloading some of the db backups for analysis now. But at first glance at the db in a hex editor on the server there appear to ships mixed in with characters in the character table? I'm not sure if they should be? If not, I don't know how they got there, whether the server or the editor is responsible... anyway, I'll collect more detail send Deadman his login info for all his accounts and get him to test them again then we can go from there...
Title: Re: SGO6 status
Post by: Bonk on August 20, 2006, 10:11:01 am
Dave, the ship assignment seemed to go OK this time, one possible quirk though, I edited only one ship for one character but it showed this on the console:

Quote
Q
Finished modifications to ship 1
================================
Finished modifications to ship 2
================================

Perhaps the character had two ships? Though I thought it would ask me about the next ship if there was one...


We'll see what happens, I asked Chuut to test the character I assigned the captured ship to. I did not change the race of the captured ship as leaving the ship race as is seems to work fine on the SQL db the way I was doing it on the OCI... we'll see what we get.


Another potential problem: Deadman seems to have lost three characters (or maybe just his memory?) I'm downloading some of the db backups for analysis now. But at first glance at the db in a hex editor on the server there appear to ships mixed in with characters in the character table? I'm not sure if they should be? If not, I don't know how they got there, whether the server or the editor is responsible... anyway, I'll collect more detail send Deadman his login info for all his accounts and get him to test them again then we can go from there...

I checked Deadman's characters in the db and all five of them are using the same e-mail address with different case changes, perhaps he has found the limits of the "change case" bug? I'll examine his characters further to see if any of them got flagged as AI somehow or something weird like that, but I suspect we may be dealing with forgotten e-mails or the limits of the "change case bug". I am also wondering that since the server is up to 240 characters now and is lagged on startup by my combined chat channels if perhaps all the characters were not published to the character relay on startup yesterday for some reason... but so far only deadman has reported missing characters.

I also had a look through the currrent SGO6 and older SGO6 databases as well as some databases from older servers where you editor was not used and a test version of the SGO6 server I ran at home that never saw a human login nor your editor or Darkelf's cleaner and the ship and character objects are interspersed in all the db's I checked... so I guess this is normal. I had always assumed they'd be ordered... silly me!  ;)  (though realising this will help me put together a roster for the flatfile webmap eventually... Its also got me thinking about all the extra data thats stored in the SQL db that does not appear to be sasved in the flatfile db... hmmmm some of this info that normally is resident in memory only when run on the flatfile might the the source of our problems when it is stored in the db on SQL  :skeptic:)

Sorry for the long-winded, complicated and convoluted explanations Hexx ;), but these posts are intended for Dave's perusal and to facilitate my own musings... writing stuff out helps me think. Though I am a poor multitasker I tend to think laterally anyway, which come to think of it explains a lot about me.
Title: Re: SGO6 status
Post by: NuclearWessels on August 20, 2006, 10:25:39 am

Heya Bonk!

Sorry about the extra "modifications completed" message -- left it outside the appropriate if statement ;)

And yes, the ship and character objects are interleaved - they're ordered by their id (hence by creation date).   It starts getting really mixed as the server progresses, with people buying and selling ships and creating new characters, but that doesn't cause problems.

dave
Title: Re: SGO6 status
Post by: Bonk on August 20, 2006, 10:30:40 am
Sorry about the extra "modifications completed" message -- left it outside the appropriate if statement ;)

Ah, no problem... I was just wondering if it had created an extra ship or something. Good to know it was just an extra message. I'm dying to hear Chuut's report on use of the assigned captured ship. This new and improved editor will be a real boon to future servers. Once again, excellent work!

And yes, the ship and character objects are interleaved - they're ordered by their id (hence by creation date).   It starts getting really mixed as the server progresses, with people buying and selling ships and creating new characters, but that doesn't cause problems.

That makes sense... hadn't occurred to me.  :smackhead:
Title: Re: SGO6 status
Post by: Dizzy on August 20, 2006, 07:19:28 pm
Server coming down for a moment will be back up in a few mins.
Title: Re: SGO6 status
Post by: Dizzy on August 20, 2006, 07:25:23 pm
Ok, its back up.
Title: Re: SGO6 status
Post by: Bartok on August 20, 2006, 09:14:40 pm
Greetings Bonk and EvilDave -

I don't have a server up at the moment, but I'd love to know where the new(est) EDDBedit is?  Couldja post a link?

Much appreciated
Title: Re: SGO6 status
Post by: NuclearWessels on August 20, 2006, 09:41:27 pm
Greetings Bonk and EvilDave -

I don't have a server up at the moment, but I'd love to know where the new(est) EDDBedit is?  Couldja post a link?

Much appreciated


http://www3.telus.net/NuclearWessels/sfc/downloads/EDDBEDIT.exe

let me know if you have any feedback on the beastie!
dave
Title: Re: SGO6 status
Post by: Dfly on August 20, 2006, 10:43:59 pm
A ship came against us in a mission tonight that I thought might be out of timeline.  It was a F-CX.  the date was 2279.202  and the mission was Met_EDPlayerFleet. 
Title: Re: SGO6 status
Post by: Bartok on August 21, 2006, 07:51:45 am

[url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDDBEDIT.exe[/url]

let me know if you have any feedback on the beastie!
dave



ThanX Dave!!

While I don't have a server running right now I've got some archival versions of the flatfile db from past servers i have run. I've not used any versions of this utility before but am psyched to check out the ship swapping and various editing abilities it has.     Will definitely influence my next server for sure!!

Cheers
Title: Re: SGO6 status
Post by: Bonk on August 21, 2006, 08:06:06 am
Yes this adds a lot of neat potential to flatfile servers with all the functionality of this editor. Three cheers for Dave! All it needs now are some bulk map edit capabilities and a GUI! ;)

Chuut reports that his captured enemy ship that I assigned to him with the latest editor is working fine Dave. (I did not change the ship race, I just assigned the enemy ship to one of Chutt's accounts and he was happily flying missions on it last night.)
Title: Re: SGO6 status
Post by: Bonk on August 21, 2006, 08:18:29 am
I will be taking the SGO6 server down for morning maintenance shortly, I am going to restore the normal chat channels as I suspect the combined chat channels setup is causing problems with publishing all the characters on server startup, and the combined chat channels do not seem to be in use anyway.
Title: Re: SGO6 status
Post by: Bonk on August 21, 2006, 09:41:39 am
SGO6 is back up, normal chat channels restored. Sorry for the delay, I was doing a little advance prep work for the upcoming debug test.
Title: Re: SGO6 status
Post by: Dizzy on August 21, 2006, 09:53:54 am
 :thumbsup:
Title: Re: SGO6 status
Post by: Dizzy on August 23, 2006, 06:32:14 am
Server coming down for a few minutes...
Title: Re: SGO6 status
Post by: Dizzy on August 23, 2006, 07:01:45 am
It's back up for a while... but will come down for 5 minutes within the next hour or two and then go right back up.

All edits are done. Server back up. Total server down time during these edits, about 10 minutes.
Title: Re: SGO6 status
Post by: Dizzy on August 24, 2006, 08:03:17 pm
Gonna do a DB clean in a few mins. Be down around 10 mins mb.

EDIT: Was down for about 10 mins. Couldnt use the eddbedit.exe. It gave me a virtual memory error. I need to have Dave walk me thru it. So I used the OP cleaner which I think is Darkelfs. Filesize was dropped to 1 MB. All is happy in Dland. 2283.189

Title: Re: SGO6 status
Post by: NuclearWessels on August 25, 2006, 09:44:08 am
Gonna do a DB clean in a few mins. Be down around 10 mins mb.

EDIT: Was down for about 10 mins. Couldnt use the eddbedit.exe. It gave me a virtual memory error. I need to have Dave walk me thru it. So I used the OP cleaner which I think is Darkelfs. Filesize was dropped to 1 MB. All is happy in Dland. 2283.189



Here Diz, rewrote the "typical use" cycle:

WALKTHROUGH:

(1) Create an editing folder

(2) Copy EDDBEDIT, shiplist.txt, ftrlist.txt, Sfc2Spd.sds, camp.info, db.info, version.info to that folder

(3) Create a backup folder

(4) Copy Sfc2Spd.sds, camp.info, db.info, version.info to that folder,
     just in case the editor blows something up

Now I make three passes through the editor:

(5) First pass, cleaning
  (a) Double-click the editor
  (b) Specify Sfc2Spd.sds as the input file name
  (c) Answer Y or N to the two questions about single-player and OP/not
  (d) Select C for clean
  (e) Enter tmp.sds as the name of the new, cleaned DB

(6) Second pass, editing (if any)
  (a) Double-click the editor
  (b) Specify tmp.sds as the input file name
  (c) Answer Y or N to the two questions about single-player and OP/not
  (d) Select E for edit
  (e) Enter Sfc2Spd.sds as the name of the new, cleaned DB
  (f) Make any editing changes desired (see guidelines below)
If you don't need to do any edits, then skip step 6 and just rename tmp.sds to Sfc2Spd.sds.

(7) Third pass, reporting
  (a) Double-click the editor
  (b) Specify Sfc2Spd.sds as the input file name
  (c) Answer Y or N to the two questions about single-player and OP/not
  (d) Select R for report
  (e) Enter report.txt as the name of the text report file

(8 ) Copy Sfc2Spd.sds back to the appropriate db/saves file to replace the old one

(9) Fire up the game/server and cross your fingers

If it blows up in that cycle somewhere, let me know what step you were in and send me a copy of the .sds and .info files and I'll see if there are more bugs dwelling in the editor itself.

thanks!
dave
Title: Re: SGO6 status
Post by: Dizzy on August 25, 2006, 09:59:48 am
Ahhh, so that's why it didn't work. That's an 'S' not a 5 in Sfc2Spd.sds... hahaha. I need to remember to clean my glasses now and then.

Awesome dave... I took the editor thru the paces and it does a lot of cool stuff! You have to be an honest admin using this! I'm nearly tempted to start messing with the freighters, lol.

On a side note, did you discover what happens in a script when you set systems above 100%?
Title: Re: SGO6 status
Post by: NuclearWessels on August 25, 2006, 10:16:49 am
Ahhh, so that's why it didn't work. That's an 'S' not a 5 in Sfc2Spd.sds... hahaha. I need to remember to clean my glasses now and then.

Awesome dave... I took the editor thru the paces and it does a lot of cool stuff! You have to be an honest admin using this! I'm nearly tempted to start messing with the freighters, lol.

On a side note, did you discover what happens in a script when you set systems above 100%?

Whew - I'm always glad to hear it's human error ;)

Forgot to test the >>100% idea - I'll play with it a bit this morning.
EDIT: no noticable effect, I'm guessing it's getting corrected to 100% somewhere behind the scenes

dave
Title: Re: SGO6 status
Post by: Dizzy on August 26, 2006, 04:42:32 am
That's too bad, Dave, I could see where that might come in handy...

Ok, DB clean coming up. Should be a few mins of down time here.

Ok done...
Title: Re: SGO6 status
Post by: Dizzy on August 27, 2006, 06:33:51 am
DB Clean in a few...

Edit: Done.