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Undergarun

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Posts posted by Undergarun

  1. Multithreaded MMaps Test on High populated realm:

    mulhreadedmmapsenabled.png

    Note: Crash between tests so is not a just mmaps.enabled = 0 and .reload config

    mulhreadedmmapsdisabled.png

    For this kind of performance a Dedicated MySQL Server with enought memory to keep all data on RAM is needed! Also 4000 ppl online and 3 mapupdatethreads is the MaNGOS limit until everything is moved to per-map multithreading and if movement system is implemented also in multithreading way this limit can easily increased to up to 9000 - 10.000 ppl online.

    mysqlram.png

    @aming51 Now all my realms have latests version of mmaps and re-extracted mmaps. So please test all again :P

    My players are reporting more falls under map that usually was. Reports about those issues coming soon :P but i suggest to use pathfinder on ConfusedMovementGenerator for generate random movements over valid terrain. ^^

  2. Would you please change all realms that not only Spaish client permited to access your server but also all clients like US/EU/TW/RU ect.? Now I am using TW client, I can only test on Amberlyst realm(If choose other realms it always said: you are trying to play game in a different language server.) I can only stay at 1~60lvl places whch means I can't go to WLK places to get 80lvl for more test. :/

    In order to continue with TBC and WOTLK content you should upgrade your account from Account Management. Second service on the right menu. Also my realms supports enUS enGB esES esMX deDE frFR ruRU but unfortunately not clients from asia (DBCs and installer from those clients are needed!).

    Cheers.

  3. Something about my realms, i'm not using GridUnload, its always = 0 so don't know if mmaps can cause crashes in someway with unloaded grids, etc..

    @aming51 test it now, PostCollision is enabled in all realms.

  4. Post Collision is disabled on my realms.

    Single threaded tests of mmaps on low populated realm:

    mmapsdisabled.png

    Note: Crash between tests so is not a just mmaps.enabled = 0 and .reload config

    mmapsenabled.png

    Tests on multithreaded high populated realm coming soon!

  5. Can you please try :

    In PathFinder.cpp : PathFinder::calculate() change "if (!m_navMesh || !m_navMeshQuery || !HaveTiles(dest) ||" to

    "if (!m_navMesh || !m_navMeshQuery || !HaveTiles(dest) || !HaveTiles(start) ||"

    Thanks in advance.

    Works like a charm for now... ;-)

  6. Hi QSA, thanks for

    https://github.com/faramir118/mangos/commit/30cd0ee2bd1d23ba0952d528e720dfe9808e4a83

    https://github.com/faramir118/mangos/commit/2e70c84b625b6c956d912bc4cf9ffc34bd246bc6

    I haven't forgotten our deal, i'm just waiting the work of rsa on multithreading locking for make fully multithreaded performance tests. I still use mmaps and notice no new crashdumps related to, so consider mmaps as stable (not fully free bugs but stable at least).

    Cheers.

  7. Due to recent changes (spline movement) it will take me bit longer to fulfill my side of the agreement.

    All movement logic will have to be made from scratch. The good news are that the result, as I see it, will be more centralized, clear code.

    Perfect, i'll do tests when you finish to provide performance data from latest mmaps version.

  8. That's pretty good news.

    How about we make a deal?

    I will merge with leatest mangos and all its changes, and you in return, will make a detailed report about mmap memory/cpu consumption as function of number of players. With mmaps and without.

    How does that sound? :)

    I can provide you screenshots of htop w/out mmaps but with mtmaps at 4 threads load is continuously jumping from one thread to another (CPU with 24 threads) so is quite difficult to get accurate information. But if is enought for you, deal.

  9. @tyrael: Still no reports how mmaps work with more than 5-100 users. These tests are mandatory else you end up with something like this [1] (yeah my favorite github commit).

    Regards

    Skirnir

    I'm using mmaps with more than 3000+ ppl online since some months ago without problems. Also i have mtmaps (4 Threads) and 48 GB DDR3 ECC with MySQL in other server.

    Waiting for merge with mangos due to changes made by SilverIce.

  10. Since Tom_Rus changes in Auction House work arround patch 3.1.0, when some player tries to sort autions can happen 2 things:

    1. If you have Network.KickOnBadPacket = 1 player gets kicked.

    2. If you don't have Network.KickOnBadPacket = 0, when some player sorts autions:

    ERROR:Attempted to get in ByteBuffer (pos: 32 size: 46) value with size: 16
    ERROR:WorldSession::Update ByteBufferException occured while parsing a packet (opcode: 600) from client xxx.xxx.xxx.xxx, accountid=1.

    Cheers.

  11. Some information about prepared statements tests:

    PlayerSave.Interval = 300000 (Save characters every 5 minutes)

    PlayerSave.Stats.MinLevel = 0 (No stats storage)

    Query Cache Hit rate = 0 (MySQL Query Cache disabled, Tweaking query_cache_size and query_cache_limit in your my.cnf should improve Query Cache Hit rate)

    World of Warcraft Armory by Shadez (Increase MySQL workload seriously and the armory_characters_stats is wasting resources so it should be improved in other way because the blob is really heavy and bad way.)

    MySQL SERVER Htop

    25kmysqlworkload.png

    3k+ ppl MySQL dedicated server workload

    Best Regards to everyone and special thanks to Ambal for its georgeous work.

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