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World running "hot"

Posted: Mon Jun 30, 2014 5:46 pm
by John Adams
I'm in New Telon with 2 clients, no spawns. The process (under Linux) is running idle around 15% CPU for a 4-CPU VM. I just did a .rift blah and it took about 3 seconds to come back that there is no chunk named "blah".

But Global Chat works

Another oddity, both of my toons I did a .rift to someplace else. One showed up in Leth Nurae just fine, the other in Southwatch, but was invisible (couldn't see himself, on my own client, not talking multi-client). I then rifted to Tanvu, and he never showed up. Camped, back in, he's visible again. On this second attempt, he was visible after rifting. So I think it was a fluke, but something to look for.

Re: World running "hot"

Posted: Mon Jun 30, 2014 10:56 pm
by theFoof
I figured out that your toon vanishing is due to account id being unreliable, this probably causes some other issues as well because we use that for getting unreal channels and clients. I'll do some tweaking and post a fix soon.

On the world running hot, will have to reproduce it and run some thread usage tests not sure yet.

Re: World running "hot"

Posted: Tue Jul 01, 2014 1:38 pm
by John Adams
Is account_id tied to the ls_sessions data? If so, that might explain it. My launcher, I wanted to log in a 2nd account so I chose "logout" and it nukes the previous session from ls_sessions (oops). If that's the case, I'll have to change the launchpad to not drop sessions - just let them clean out on the expiry timer.

Re: World running "hot"

Posted: Tue Jul 01, 2014 2:04 pm
by Xinux
I have noticed on live i can hard code the session key into the shortcut and it will still let me connect directly bypassing the launcher as long as i don't stay disconnected for a extended length of time.

Re: World running "hot"

Posted: Tue Jul 01, 2014 3:25 pm
by John Adams
Yes, you can do the exact same for ours as well. I wonder if you use their Launchpad and "log out", if your session is destroyed in their loginserver db? If so, I emulated it correctly

But will likely change that behavior now.

Re: World running "hot"

Posted: Tue Jul 01, 2014 4:39 pm
by theFoof
[quote="John Adams"]account_id tied to the ls_sessions data?[/quote]

Nope, it was just being set through packets more than it should have. It's sent from the VG client but sometimes the wrong value gets sent or something. It only seems to be 100% reliable upon character select, which is the only place we really need it. After that can handle it db side.

Re: World running "hot"

Posted: Thu Jul 03, 2014 10:36 am
by theFoof
I still haven't reproduced this but I think the problem was in TCPServer just looking through all the different threads we run. The write thread never slept. Also fixed a race condition with a TCPServer shutting down that "could" cause a crash, but we only shut down tcpserver when exiting so that doesn't matter too much. Let me know if this still shows up.

Re: World running "hot"

Posted: Thu Jul 03, 2014 12:44 pm
by John Adams
Cool, I'll mess with it when I get home tonight.

Re: World running "hot"

Posted: Wed Jan 14, 2015 3:59 pm
by John Adams
/bump

Noticed on New Telon (VM) the CPU is idling at 12%, with 2-3 clients connected not appearing to do anything - not even chatting from what I can see.
hot.jpg
It is consistently 11 - 13% and unless a chunk is loading I don't think it changes from this. But, it also never goes down.


On my VGO Dev server, which runs on bare metal (not virtual), the CPU % grew 2% for each chunk I rifted to - until I hit 13 chunks active. Then, surprisingly, it went to 0%. And stayed there WTF you may ask? Me too. That is bizarre.

FTR: WorldServer.exe*32, on a quad-core i5 with 12gb ram and SSD, not that that matters. I'm going to move NT to this machine soon as the connections hit 0.

Just something to look into, I will keep an eye on it regardless.

Re: World running "hot"

Posted: Wed Jan 14, 2015 4:08 pm
by Cyrcle
[quote="John Adams"]/bump

Noticed on New Telon (VM) the CPU is idling at 12%, with 2-3 clients connected not appearing to do anything - not even chatting from what I can see.
hot.jpg
It is consistently 11 - 13% and unless a chunk is loading I don't think it changes from this. But, it also never goes down.


On my VGO Dev server, which runs on bare metal (not virtual), the CPU % grew 2% for each chunk I rifted to - until I hit 13 chunks active. Then, surprisingly, it went to 0%. And stayed there WTF you may ask? Me too. That is bizarre.

FTR: WorldServer.exe*32, on a quad-core i5 with 12gb ram and SSD, not that that matters. I'm going to move NT to this machine soon as the connections hit 0.

Just something to look into, I will keep an eye on it regardless.[/quote]
If I am the only connection, just drop me (76.189.x.x ip). I am just seeing how long I can stay connected to server. I have been running a red connection all day whenever I check (~1200ms) on the game.