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-   -   extreme lag (https://forums.graalonline.com/forums/showthread.php?t=77411)

Personal Jesus 11-02-2007 08:30 PM

extreme lag
 
over the past few days Era and other classic servers have been experiencing extreme lag at random.

any answers?

Crow 11-02-2007 08:49 PM

Yea, there were several, pretty evil lag spikes :o

Bell 11-02-2007 09:21 PM

Stefan told Ibonic that Zodiac and UN seem to be using a large amount of resources and he's going to check it this next week.

Crow 11-02-2007 09:37 PM

Unholy Nation is not on the same machine as Era. But Zodiac is...pff.

Admins 11-03-2007 02:44 AM

We have optimized Zodiac a little bit, should be better now.

Crow 11-03-2007 11:54 AM

Quote:

Originally Posted by Stefan (Post 1356018)
We have optimized Zodiac a little bit, should be better now.

You optimized it?! I wonder what the hell they did to cause those horrible lagspikes.

Twinny 11-03-2007 01:28 PM

Quote:

Originally Posted by Crow (Post 1356043)
You optimized it?! I wonder what the hell they did to cause those horrible lagspikes.

Novo did quite an optimization when I was working there but it has always been laggy. Unless the team recently made some awful changes, I'd say the optimizations just improved what has always been there.

You said we, Stefan. Who else helped you?

Crow 11-03-2007 02:04 PM

Quote:

Originally Posted by Twinny (Post 1356047)
I'd say the optimizations just improved what has always been there.

If it was Zodiac, it didnt lag the other playerworlds on its machine so badly...

Admins 11-03-2007 02:18 PM

Optimization in terms of reducing the memory usage. Each player had hundreds of clientr.muditem_ flags, the original scripters probably thought those are deleted at logout, but they are not, it's clientr.mud_. So those flags required a huge amount of memory on server-side and also made login slower. Also there were two dbnpcs with a huge amount of variables which were not used anyway but it was adding more and more.

I cannot blame the scripters, but if each server would take >500 MByte memory then there is not enough memory on the machine. There should eventually be some tools to measure the memory usage of npcs, players and levels.

Crow 11-03-2007 02:57 PM

Quote:

Originally Posted by Stefan (Post 1356051)
Optimization in terms of reducing the memory usage. Each player had hundreds of clientr.muditem_ flags, the original scripters probably thought those are deleted at logout, but they are not, it's clientr.mud_. So those flags required a huge amount of memory on server-side and also made login slower. Also there were two dbnpcs with a huge amount of variables which were not used anyway but it was adding more and more.

I cannot blame the scripters, but if each server would take >500 MByte memory then there is not enough memory on the machine. There should eventually be some tools to measure the memory usage of npcs, players and levels.

I think it would be better to put all the not-so-much-memory-eating playerworlds onto one of the better machines you mentioned somewhere, and only put one or two memory-eating playerworlds on the other ones. If you got enough...

Twinny 11-03-2007 04:15 PM

Quote:

Originally Posted by Stefan (Post 1356051)
Optimization in terms of reducing the memory usage. Each player had hundreds of clientr.muditem_ flags, the original scripters probably thought those are deleted at logout, but they are not, it's clientr.mud_. So those flags required a huge amount of memory on server-side and also made login slower. Also there were two dbnpcs with a huge amount of variables which were not used anyway but it was adding more and more.

Did you rewrite the system (I sure hope so) or just remove unnecessary flags? I know the second lot of item flags are just descriptions of items and as such are unnecessary. It's an awful system. Instead of the current method, could just store them clientside in a temporary space: retrieve only what you need when you need. Depends on what you did though ^^.

Quote:

Originally Posted by Stefan (Post 1356051)
There should eventually be some tools to measure the memory usage of npcs, players and levels.

/memstats :D

Admins 11-03-2007 06:44 PM

The systems are actually quite intelligent, those flags are sent when needed, but they were not deleted if not needed.

Twinny 11-03-2007 07:12 PM

Quote:

Originally Posted by Stefan (Post 1356111)
The systems are actually quite intelligent

Zodiac systems....intelligent!? I will not....I cannot accept this x_x. The amount of patchwork needed was horrendous. The whole 'lol clientside weapon/stat system' was awful enough....


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