Title: Server Mass lag Post by: Bludlust on November 05, 2010, 11:51:12 pm Server lag 9:50pm Pacific. might crash...
Title: Re: Server Mass lag Post by: Bludlust on November 06, 2010, 02:06:17 am again Mass lag 12:05am Pacific :(
Title: Re: Server Mass lag Post by: lerxst2112 on November 06, 2010, 02:12:42 am And world server disconnected... Is the server running out of memory? The long lag spikes seem like it might be going into swap. Maybe too many zones and instances running? Title: Re: Server Mass lag Post by: kalzin230 on November 06, 2010, 02:24:32 am well according to the server specs we are using 6GB DDR3 memory... I'd suggest maybe plugging in the other 6Slots with another 6GB of ram, also we are using 2 Drives (possibly need to expand this to 4-6 drives or more in a raid 10 configuration... this would enahance read/write capability as well as memory... I sent hunter a PM with the suggestions, We shall see what his responce is...
Title: Re: Server Mass lag Post by: Ponzi on November 06, 2010, 02:26:28 am Hey, i'm still online in a guk instance.. i did get the world server disconnect message and obv can't /w all , etc..
Obvious question: will i be able to keep any of the phat lewtz i might farm from now until reboot, or will it poof cuz i'm not connected to world server? :) Title: Re: Server Mass lag Post by: kalzin230 on November 06, 2010, 02:28:32 am The world server simply means that you can't connect anymore zones, or load into any other instance... the instance your in now is stuck... but you should retain your loot and such...
Title: Re: Server Mass lag Post by: Kushie on November 06, 2010, 02:45:50 am If theres no communication to the server how will the loots be saved?
Title: Re: Server Mass lag Post by: Ponzi on November 06, 2010, 02:49:39 am Which is exactly what i was thinking.. Anyone have a definite ruling on this? =/
Title: Re: Server Mass lag Post by: ccarroll85 on November 06, 2010, 02:52:38 am The fact that mobs are respawning and I have been having random nameds spawn in PoD means that communication is still happening between the zone and the server. So loots will be saved.
Title: Re: Server Mass lag Post by: lerxst2112 on November 06, 2010, 03:30:34 am The world process facilitates communication between the zone processes and the login server. Without it, you can't zone or login, but each zone itself is automomous and connects to the database to know how to spawn monsters, save your loot, etc. Title: Re: Server Mass lag Post by: Demin on November 06, 2010, 07:12:54 am And for heat it's worth, this happened the other night too, and I kept my T3 drops. It was pretty fun knowing that if someone died, they were gone for the night. We ended up just a couple people left on Tranquil and he actually dropped the freaking earring. Hooray for me!
Title: Re: Server Mass lag Post by: Fugitive on November 06, 2010, 10:03:18 am I sent hunter a PM with the suggestions, We shall see what his responce is... I might be taking this way out of context.. BUT HUNTER DOES NOT OWE YOU OR US ANYTHING! A response, a care, a breath of fresh air... if this was read out of context, have a nice day. Title: Re: Server Mass lag Post by: zomgDanyelle on November 06, 2010, 10:46:46 am I sent hunter a PM with the suggestions, We shall see what his responce is... I might be taking this way out of context.. BUT HUNTER DOES NOT OWE YOU OR US ANYTHING! A response, a care, a breath of fresh air... if this was read out of context, have a nice day. (http://media.funlol.com/content/img/he-mad.jpg) Title: Re: Server Mass lag Post by: Tanathos on November 06, 2010, 11:30:22 am well according to the server specs we are using 6GB DDR3 memory... I'd suggest maybe plugging in the other 6Slots with another 6GB of ram, also we are using 2 Drives (possibly need to expand this to 4-6 drives or more in a raid 10 configuration... this would enahance read/write capability as well as memory... I sent hunter a PM with the suggestions, We shall see what his responce is... HD's in raid really doesn't do anything in terms of SERVER performance for EQemu or any other Emu type game. Server dependency comes from CPU power, while more cores will run better the best solution for a top server box would be quad core server CPU's and decent ram which is what Hunter has. So the server box configuration is right and good. No need for additional raid config or more ram! Another thing for a good server is bandwidth and hes got that covered also. Latency is low and speeds are super fast. I would say lag might be an issue from either someone doing something illegal where the server is receiving to many requests for information, perhaps hacking or something. Or some code is slightly off where it creates a performance issue. But I guarantee it is not his server specs. Overall best server I ever played on and super ridiculous up times with this many people online is awesome. The only thing I can think of now to improve this would be to get the already written script for auto reboot of the server once it goes offline anytime of the day. This script checks connection and if it sees it is not online it will auto reboot the server as soon as it goes offline, usually within 5 to 10 minutes. Title: Re: Server Mass lag Post by: Hunter on November 06, 2010, 02:16:40 pm I'm pretty sure instances are causing this. Our population and guilds are going up, which is also increasing the number of instances being created. An instance takes up a dynamic zones. The number of available dynamic zones is set to whatever I set it. Each one takes about 10-20 megs in RAM while idle. I currently have it set around 100, so that'd take about 1 GB of ram of our 6 GB. We rarely use any more than 1/2 of our 6 GB RAM. I'm pretty sure its when all 100 dyamics are taken up with either uncommon zone that we don't have set to static, or more likely from instances, is when things start to crash.
And yes, more bandwidth would be awsome, but I doubt that caused the crash. We've had worse bandwidth years ago to the point where people would go LD from zoning, yet we still remained connected to the login server. Might end up changing instances from guild instances to 1-2 public instances to limit the number of instances taking up the dynamics, or just add 100 more dynamics lol. Title: Re: Server Mass lag Post by: Balthor2 on November 06, 2010, 04:31:43 pm Some zones I wouldnt mind seeing 2 public, however some it would suck to lose guild instances.
Im sure it'll all work out no matter which route you go. Title: Re: Server Mass lag Post by: krujo81 on November 06, 2010, 05:08:36 pm Yeah it may be time for us to go back too two reboots aday. one at 5:45am and another at 11:45pm (this way there back up at 6am and 12pm) just my thoughts
Title: Re: Server Mass lag Post by: Hunter on November 06, 2010, 05:15:46 pm Say you purchase a 24 hour guild instance. Does it come back after reboot?
This is what I've been told. The "Dynamic Zones" are loaded up as usual. We have it set around 100 or so dynamic zones. Then, upon request, if someone tries to enter their guild instance when its not expired, but after a server reboot, it will then load into a "dynamic" zone, but not until someone tries to enter it first. So yeah, twice a day reboot would clear out a lot of Dynamic zones not being used. Title: Re: Server Mass lag Post by: krujo81 on November 06, 2010, 05:22:54 pm Say you purchase a 24 hour guild instance. Does it come back after reboot? This is what I've been told. The "Dynamic Zones" are loaded up as usual. We have it set around 100 or so dynamic zones. Then, upon request, if someone tries to enter their guild instance when its not expired, but after a server reboot, it will then load into a "dynamic" zone, but not until someone tries to enter it first. So yeah, twice a day reboot would clear out a lot of Dynamic zones not being used. I don't think thats Exactly how the guild instances are working ATM. because if i spawn a mob in plane of dragons and I die. when i come back the zone is fresh no corpses and no poped mob. though the db does keep track of when things were last spawned because tiki isnt always up when i return. (someone else correct me if am wrong on this) so i do beleave zones are shuting down when there are no one in them Title: Re: Server Mass lag Post by: Drezden on November 06, 2010, 06:13:42 pm I can confirm this too. During the event,while in Unrest 2 instance all alone,I kept popping CT but upon return he was gone every time. Plus does same for me in PoD.
But if I die to mob in publics its always there waiting when I get back. Title: Re: Server Mass lag Post by: Hunter on November 06, 2010, 06:32:57 pm If instances shut down when nobody is in them, then that would be a good thing I guess =)
Title: Re: Server Mass lag Post by: Bludlust on November 06, 2010, 07:38:00 pm 3pm and 3am pacfic 6/6eastern reboots sound not so bad, people can live with 20minutes of a 24hour day of the server being down in order to fix crashes :D
Title: Re: Server Mass lag Post by: lerxst2112 on November 06, 2010, 10:34:16 pm It would be nice to figure out what's causing the world server to die. Multiple reboots a day might help hide the problem, but finding the root cause would be better. Title: Re: Server Mass lag Post by: Kushie on November 07, 2010, 02:20:08 pm server down again today?
Title: Re: Server Mass lag Post by: Warriorstack on November 07, 2010, 02:22:03 pm Just went down 3:15 est.
Title: Re: Server Mass lag Post by: Spuds on November 07, 2010, 02:28:17 pm I know it would suck for some people. But I know when i buy a POD instance i use it that day as much as i can but i rarley spend more then 8 hours in it. If you cut the instnaces down to 12 hours it would cut all the instances that arent being used after people have logged out.
Its nice to log back in the next day and have an instance to just log in to but with thee amount of people having instances becuase the amount of guilds are on the rise its only going to get worse. Title: Re: Server Mass lag Post by: supra297 on November 07, 2010, 02:32:12 pm Now 12:31 Pacific time, One of my toons went LD but I am still logged in Sro. Trying to chat in OOC results in a world server connection lost msg. I geuss Ill just sit here and farm terrorantula ;D Anyone know if any loot acquired when the world server is offline will save?
Title: Re: Server Mass lag Post by: Kushie on November 07, 2010, 02:33:50 pm 4 hour instances. cut prices in half =)
Title: Re: Server Mass lag Post by: supra297 on November 07, 2010, 02:35:03 pm Title: Re: Server Mass lag Post by: Drezden on November 07, 2010, 02:37:17 pm I might catch hell for this,but. I think the fact that there are so many guilds is more of a problem than actual instances. I mean even in our guild,its just 3 RL people with about 15 toons. I know some guilds are made with no other RL people in them but the creator lol.
Title: Re: Server Mass lag Post by: Ponzi on November 07, 2010, 03:24:47 pm 4 hour instances. cut prices in half =) But that negates the gain! You chop the price more ppl will buy the instances.. Which doesnt fix the problem.. 4 hours for qvic? that's harsh. 4 hours for tacvi? That's 2 maybe 3 runs. 4 hours for guk? loooooool. actually, that might be a positive, since most of us are insane enough to try and make full use out of a 24 hour guk instance, it'd almost be protecting us from ourselves. "What did you do Friday? Well i bought this guk instance at noon... and.... what day is it?" but only 7-8 shots at a frenzy or exe would really not be worth it unless droprates/spawnrates were tweaked, which is even more work for hunter. 4 hours in T2? please. 4 hours in T3? the idea is *really* starting to fall apart. Title: Re: Server Mass lag Post by: Fugitive on November 07, 2010, 03:31:42 pm Duct tape on a bullet hole doesn't fix crap it will leak again..
There was way more people on yesterday, and yet today this afternoon crash with only like 500 or so.. I still feel it's griefers acting like assclowns..... I know I need to get my foil hat out ... Title: Re: Server Mass lag Post by: Spuds on November 07, 2010, 03:41:16 pm 4 hours is not long enough by far
-12 hours is better keep prices the same or raise prices -keep 100k insantces the same 24 hours but the 10k instances raise to 25k Title: Re: Server Mass lag Post by: ccarroll85 on November 07, 2010, 03:43:13 pm Should do the same model as LDoN is now. Have 2 additional instances in the crowded zones. Keep in mind the only reason alot of these people / guilds make instances is to farm Armor / Components to sell. This would alleviate MANY of the server problems we currently have IMO.
Title: Re: Server Mass lag Post by: Fugitive on November 07, 2010, 03:47:55 pm Should do the same model as LDoN is now. Have 2 additional instances in the crowded zones. Keep in mind the only reason alot of these people / guilds make instances is to farm Armor / Components to sell. This would alleviate MANY of the server problems we currently have IMO. Really?, I can keep T2 and T1 side almost empty while waiting on tiki spawns... how will just 3 zones.. work? for umm how many players? Knee jerk fixes won't work.. I can do this with 6 players.. Title: Re: Server Mass lag Post by: Wordson on November 07, 2010, 04:03:30 pm Anyone know if any loot acquired when the world server is offline will save? I'm curious to know this answer too. Anyone? Title: Re: Server Mass lag Post by: ccarroll85 on November 07, 2010, 04:04:37 pm Loot saves. Spawns and item databases still link. You can stay in the zone you are currently in and farm to your hearts content.
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