this would ownskrylar wrote:2) Suggestion: Set up a separate, obviously smaller database which would server as the party time server which gets activated from a pristine snapshot every time the server crashes. There is no point to this, it would just be a place full of arbitrary things the size of only a few grids and would let people run around trying to capture chickens or newbie swarm dragons. Again, no point at all other than it would be amusing during downtime and possibly being able to capture more error logs if people try to use the time to perfect their server crashing techniques. A test server if you will.
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sabinati
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Re: Ups and Downs - The Server Thread
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loftar
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Re: Ups and Downs - The Server Thread
I'm still not at all convinced by tokyocabinet. If I were to switch to anything but gdbm, it would probably be localmemcache, which seems quite reasonable. The new account server is specially made for minimizing the performance impact from gdbm, though, by doing writes lazily in another thread than that server the needs of the game server. In particular, not switching saves me the trouble of having to migrate the data out of gdbm.skrylar wrote:1) I still say you should take a look in to tokyo cabinet, it runs on the good server OS' and it has an order of magnitude faster response times than what you previously mentioned using (GDBM) for probably the least amount of effort put in.
As for a separate server, I have considered setting one up particularly to test features early before migrating them into the main server. It would help particularly with further work on the mapgen in the future, but it would mainly be useful to iron out early bugs in new features right after a dev session. There is a bit of work involved in setting up a separate environment, though.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Blaze
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Re: Ups and Downs - The Server Thread
Down again.
Is there any information on these crashes? I suspect it's being done on purpose.
Is there any information on these crashes? I suspect it's being done on purpose.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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loftar
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Re: Ups and Downs - The Server Thread
From the Bugs forum:Blaze wrote:Is there any information on these crashes? I suspect it's being done on purpose.
Obviously, that wasn't the end of the story, though. This time, it crashed when saving a user, and it is less clear what was the error this time around. I'll keep debugging.loftar wrote:I actually found the bug, and it turned out that it wasn't a bug in the new account server after all. :)
It was just a sleeper bug in the game server, which didn't "hurt" previously since the old account server didn't react to the erroneous condition of the game trying to save data to a non-existent character. It tried to save the log-out position of unfinished characters in the character creation room.
Hopefully, that's the end of that story. To be extra sure, though, I wrote a function to reconnect to the account server and recreate the connection state, so I really hope there won't be anymore rollbacks now.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Blaze
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Re: Ups and Downs - The Server Thread
Down again.
Edit: And up.
Edit: And up.
Last edited by Blaze on Mon Sep 21, 2009 3:07 am, edited 1 time in total.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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LegendaryPancake
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Re: Ups and Downs - The Server Thread
Well, at least you're actively trying to fix it.loftar wrote:From the Bugs forum:Blaze wrote:Is there any information on these crashes? I suspect it's being done on purpose.Obviously, that wasn't the end of the story, though. This time, it crashed when saving a user, and it is less clear what was the error this time around. I'll keep debugging.loftar wrote:I actually found the bug, and it turned out that it wasn't a bug in the new account server after all.
It was just a sleeper bug in the game server, which didn't "hurt" previously since the old account server didn't react to the erroneous condition of the game trying to save data to a non-existent character. It tried to save the log-out position of unfinished characters in the character creation room.
Hopefully, that's the end of that story. To be extra sure, though, I wrote a function to reconnect to the account server and recreate the connection state, so I really hope there won't be anymore rollbacks now.
I wish to die sleeping, like my grandfather, rather than screaming, like his passengers.
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loftar
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Re: Ups and Downs - The Server Thread
I tell you, I've literally had nightmares of the server crashing on me and trying to debug it under stress. This is not only healthy for me...LegendaryPancake wrote:Well, at least you're actively trying to fix it.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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LegendaryPancake
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Re: Ups and Downs - The Server Thread
Did you fix it? Because I was just on for about an hour and it seemed fine to me.loftar wrote: I tell you, I've literally had nightmares of the server crashing on me and trying to debug it under stress. This is not only healthy for me...
I wish to die sleeping, like my grandfather, rather than screaming, like his passengers.
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loftar
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Re: Ups and Downs - The Server Thread
Yes, I think I've fixed it now.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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VoodooDog
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Re: Ups and Downs - The Server Thread
server still lag a lil