Undergarun
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Posts posted by Undergarun
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Still crashing...
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Player being under effect of fear, disorient and other auras causing it to lose movement control, cause the player to fall under map texture when moving on nonflat surfaces. Can this be fixed by mmaps?
Maybe is possible to implement pathfinding use in ConfuseMovementGenerator but not yet implemented.
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compile your core with flags "-DNDEBUG" so it doesn't crash on asserts
Or comment the assert or... but is not the real solution, is another tempfix. Asserts are used for debug purposes so i reported this to know that in some cases, iMap->IsDungeon() is true.
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Some bugs reported:
Pets are attacking themselves until they reach their target.
When the pet's target moves behind a column, stand still in but should return to the hunter or continue moving to the target. (don't know how does it works on retail).
Some bosses, as the lich king, move under the map when we attack them.Same problem here, but don't know if is mmaps related ;-)
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mangos-worldd: /root/mangosdev/src/game/MapPersistentStateMgr.cpp:772: void MapPersistentStateManager::_ResetInstance(uint32, uint32): Assertion `"iMap->IsDungeon()" && 0' failed.
Custom repo, mtmaps, latest ytdb and etc... but i don't think is related to this.
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Tested with 3000+ players online in *nix and mtmaps environment
Uptime: 18 hours
Mtmaps.UpdateThreads = 3
RAM used after 17 hours = 12,7 GB de RAM
Crashes or issues reported: None for now
CPU: Intel Bi Xeon X5650 2 x 6 x 2 x 2.66+GHz
RAM: 48 GB DDR3 ECC
Still testing... stay tuned!
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ERROR:1308623044's Path Build failed: invalid polyRef in path ERROR:184648746's Path Build failed: invalid polyRef in path ERROR:184648762's Path Build failed: invalid polyRef in path
Are these messages useful?
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It cannot hurt us. Maybe we'll get it reviwed and some ideas for improvement.
But prior, I'de love to get feedback about some of our latest changes. Those thread issues in particular.
Cheers.
Now i am upgrading my servers to 48 GB DDR3 ECC in order to continue tests with high populated and mtmaps enviroment realms.
Stay tuned!
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- Main code is now threaded so normaly this will reduce any bad impact to mangos performance. I know this feature need to be tested on big server to validate it.
I'm the 3k+ realm tester ;-) Don't worry about that.
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Hi qsa
All freezes disapear with your patches but i notice a mem-leak in somewhere
This is my 1000+ ppl realm after 6-7 hours of uptime with mmaps.
Cheers
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New freezes in another two maps:
Different crash, but I guess they caused by similar issue.
Can you please try this : http://pastie.org/1568503 - thanks in advance.
PS: how often does it crash?
Just one each in 24 hours.
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uhm... maybe i got it wrong. is it the birthday from the server or from the user?
It's the World of Warcraft's birthday but can be configured to whatever server name birthday.
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Thank you QSA, works as intended! No freezes anymore for now...
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I test it on a 2000+ ppl online realm and i have had some freezes
Can you tell us some info about your server?
- which maps you have mmaps enabled for
- which compiler optimizations you applied
- mtmaps and how many threads
All mmaps enabled.
GCC => CFLAGS="-D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -O3 -m64 -pipe -msse4.2 -DFD_SETSIZE=4096 -fno-delete-null-pointer-checks -fno-strength-reduce -fno-strict-aliasing -frename-registers" CXXFLAGS="-D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -O3 -m64 -pipe -msse4.2 -DFD_SETSIZE=4096 -fno-delete-null-pointer-checks -fno-strength-reduce -fno-strict-aliasing -frename-registers"
mtmaps = 3 threads + Visibility And reloc merged.
SO: Ubuntu Server 9.10
RAM: 24 GB DDR3 ECC
- which maps you have mmaps enabled for
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I test it on a 2000+ ppl online realm and i have had some freezes:
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Undergarun, what is the value of "Network.Threads" config option?
Network.Threads = 4 but i usually set it to 6 in the 3k+ ppl
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P.S. No memory leaks detected so far - very nice Everyone are welcome to test this patch - we want to know whether or not ping/CPU usage went down and any issues you possibly might experience.
Are you sure?
It ate 24 GB of ram in a few seconds (5-10 seconds) after mangos starts completly and started swapping...
If i use Network.OldEngine = 1
(28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 Failed to complete asynchronous write to 10.0.0.9
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Puffff, tons of not implemented features, but Mangos community do what they can. 4 Example:
Vehicle System. (RSA implementation is good enought ;-) and works with multimounts)
+ Sota Battleground (You can find some versions on ankso, kero99, bwsr... repos)
+ IC Battleground
+ Wintergrasp
+ Random Battlegrounds (You can find a path in insider42, rsa, kero99... repos)
+ Dalaran Arena (same as random)
+ Orgrimmar Arena " " "
Dungeon and raid finder. (Cyberium is working on the first one with some help of SPP_ and some other people)
MMAPS. (faramir118 is working on)
VMAPS for Gameobjects (Especially 4 Collision spells). (Silverice is working on)
Multithreading (Mtmaps?? But is not the best way)
Calendar Events
Some class spells and talents
Cross Realm Battlegrounds and arenas (Nezhul developed a Cluster for this, but i don't know if it works)
Instance Cluster realm for Dungeon / raid finder with cross realm groups.
GM surveys? Ticket assignment?
NPCs on transports
RAF (Recluit a friend ingame features)
Server Side change faction / race
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Performance progress:
Visibilty and reloc by silverice (Now with help of Ambal)
reactor pattern (faramir118 is working on with Ambal's help)
Prepared Statements (Ambal is working on)
World_task (May help in mtmaps enviroments) (Ambal is working on)
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Probably tons of more features... but now MaNGOS community is more active than some time ago ;-)
And of course... i hope in the future MaNGOS will support Cataclysm ;-)
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I am sorry but are those "moment in time" views not totally non informational? At least something like avg ammount of users per 1 hour and avg latency should be used, or at least some sort of load average / player average.
how is the cpu use at one specific moment saying anything?
I can't keep exactly 1000 players online for one hour and take 3600 pics for really accurate information so when population is around 1k and always in a non mtmaps enviroment to avoid CPU jumps i look htops values around 5-10 minutes taking lowest and highest CPU load (That means "CPU use: 71-77%"). Of course CPU load is always changing depending on everything, but you know any other way to get better information?
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Less performance confirmed!
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Undergarun, what is the following values in your config for variables:
1) Visibility.AIRelocationNotifyDelay
2) Visibility.RelocationLowerLimit
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Default Values:
Visibility.RelocationLowerLimit = 10
Visibility.AIRelocationNotifyDelay = 1000
Let me test it tomorrow more carefully because today i start tests when i have too much people online.
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My players reports some problems with new branch:
1. Meeting Stone stops working because of problems with distances.
2. Ritual of Summoning stop working, same problem as described before.
3. Great Feast (Cookers spell) you have to turn around it if you want to seee it! U.u
4. Fishing. You can't see the fishing (I don't know how to say in English) bobber (Thanks Vladimir)
MMaps Redux
in ... acceptedOld
Posted
I'll post it as soon as possible, currently i'm very busy at work.