The server is consistently lagging up so hard that the game is completely unplayable. This needs to be solved, at almost any cost.
Of course I am not pointing any fingers but it is happening and you guys need to be aware of it. The game becomes literally unplayable.
The times that the server halt up are rounds usually where bombs have gone off. And there is a lot of stuff being processed in the air etc.
While it is understandable that such operations is expensive, it is not excusable for the operations to cause this amount of lag.
The lag experienced is intervals of up to 30 seconds+ where nothing happens and the server chokes up. It happens in spikes, so there will be segmented sessions where the performance is adequate.
Also note, I dont think it is the bombs going off either, I would probably hear the bombs going off, and even then I dont think it is reasonable for the server to spend that much time processing bombs.
Explicitly, the round that I just had, had atleast 3-4 bombed locations, with 60+ pop. The server would freeze up for about 30 seconds and then presume smoothly afterwards.
It is not acceptable for this amount of resources to be dedicated to the one thing, where the system chokes up and hogs all operations for 30 seconds, either the features need to be optimised, systems to allocate processing time implemented or the feature is removed.
Please do share your thoughts, can anyone else confirm this and perhaps information they have observed about rounds in question. Also most importantly is this really a big deal, I personally think it is but of course feel free to differ.
The server/game is grinding to a halt: high pop
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Re: The server/game is grinding to a halt: high pop
Oddly enough its not atmos as much as people think it is.
I've seen such lag when PI deleted every wall, he had turned off air processing before doing it.
120 seconds of nothing followed by a tick or two a second for the rest of the round.
I've seen such lag when PI deleted every wall, he had turned off air processing before doing it.
120 seconds of nothing followed by a tick or two a second for the rest of the round.
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Re: The server/game is grinding to a halt: high pop
Next time sort the profile by Self CPU if you want to know what is lagging.
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Re: The server/game is grinding to a halt: high pop
/DBQuery/proc/Execute 47.632 47.632 47.636 386
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Poly the Parrot - All Seeing Bird Transcends Universe, Joins Twitter.
Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
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Re: The server/game is grinding to a halt: high pop
That's when someone logs in usually, but it's mostly a spike at roundstart when everyone logs, that's it
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Re: The server/game is grinding to a halt: high pop
I think somebody mentioned saycode as a likely culprit
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Re: The server/game is grinding to a halt: high pop
I think it was say using an insanely high amount of get_turf last time we checked.
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