Undergarun
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Everything posted by Undergarun
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[11045][patch] Multiple MySQL connections to database
Undergarun replied to a topic in ... acceptedOld
How many? One per map.update thread? One thread means one mysql connection? Thank you 4 all the work. Did you see https://github.com/TrinityCore/TrinityCore/commit/87218eadcdeac5ba86a035edfd079958405cb24f? 24h of a heavily mySQL Server Workload supporting only a MaNGOS Database with current db layer -
[11045][patch] Multiple MySQL connections to database
Undergarun replied to a topic in ... acceptedOld
Ambal has earned the achievement Mr. Performance! Thank you so much, testing right now! -
[dev] New networking code based on "proactor" pattern
Undergarun replied to a topic in OldCore modifications
I spoke with Ambal some time ago about a "pool" of characters db connections. He said that all we have to do is to create a thread pool of SQL threads implemented in SqlDelayThread and use it, but i don't have enought knowledge about how mysql transactions works in MaNGOS. About realmd as i know since it use Ace socket systems is multithreaded. I have a dedicated cloud for realmd because if realmd doesn't have enough resources will get hanged. (Tested with 3000+ pl accesing to realms at the same time). -
+1 Same question. P.D: Sorry but I reported the thread while trying to reply it That's what I get for not reading
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AWESOME!! So multithreading model for mangos would be somethink like 1 main thread in which all thread_unsafe and thread_inplace opcodes are executed by WorldTaskManager and thread_safe opcodes in map::update() calls. Isn't it? Some months ago (Probably a year ago) i saw a patch that makes 1 thread per map and add the possibility to restart threads if an error happen in this thread sending all players in this map to the character selection menu, i think is in similar way on Blizzard realms. Anyway your branch is ready for testing?
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I did a test compiling without ScriptDev2 and crashed were reduced but still crashing so its a Core problem. [Custom patches: mtmaps (2 threads) + TBB concurrent Vectors + Visibility and reloc (branch 2)] @qsa Any new information about the crash? @VladimirMangos & Ambal Any possible fix? You recomend to compile with ACE_MT_SYNCH in mtmaps enviroment? @anybody Help is welcome! P.D: I'm gonna continue trying to make mtmaps stable in mangos and continue sending feedback, in order to continue ambal's multithreading progress i recomend to add tbb concurrent vector and this lock patch https://github.com/kero99/mangos/commit/7d8a7c47822a760e7a6b938d140f420688e92fc0 to master branch because Spells updates are not thread safe.
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My config is: MaxCoreStuckTime = 120 But... this crashdump is useful to find the source of the problem? http://pastebin.com/qqm8wVS1 I have tons of them from last 7 days at least. I was thinking in some way to control huge and senseless values in loops, something like MaxSpellCastsInChain trying to avoid server crash and writting the possible problems/events on logs. Thank u Vlad, your knowledge is welcome!
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MaNGOS still freeze with some other items that I couldn't identify yet. It's possible to implement some generic way to control this cases? Because if the server freeze we don't get a crashdump in order to know where the problem is. Maybe some anti dead loop control and some other data checks would be great for people like me, learning C++ and how mangos works. Thank u 4 your work ;-) Keep MaNGOS up!
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This couple of items freeze MaNGOS: http://www.wowhead.com/item=34124 http://www.wowhead.com/item=31825 Probably some others...
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Your patch didn't work The problem still exists changing ACE_NULL_SYNCH to ACE_MT_SYNCH http://pastebin.com/kamtymv2
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Actually i play on Blizzard's Servers and bank works like now... i don't know if blizz will change it, but for now with 4.0.3a banks still working per character.
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Vladimir is right, bank currently works as expected.
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Sorry ambal but i have to revert this and other custom patches because of ACE crashes (Not related to this patch but i have to solve it). Any help will be appreciated!
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http://pastebin.com/mB4xb0mv Anybody knows where the problem is? Mangos Version: [10899] Custom Patches: Visibility and reloc by Silverice (branch 2) + mtmaps + Timer system improved (Ambal version) SD2 Version: [1913] + RSA ICC Database Name and Version : YTDB 577
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Testing right now...
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I am having this issue since some time ago. http://pastebin.com/cX0bxrjK Any help is welcome!
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[11193][performance] Visibility updates and relocations
Undergarun replied to a topic in ... acceptedOld
Hi ambal. Kero99 and me are now testing parallelizing client packet processing with mtmaps + TBB concurrent vectors + SQLAsyntask patch (implemented in [10865]) and maybe today or tomorrow we are going to start the branch 1 tests. Since today we think that branch 2 is enought good! (Stable and increase performance as u can see in the kero99's feedback). Kero99 will post the feedback from branch 1 as soon as posible. Thank you 4 your work, we apreciate it! -
[11193][performance] Visibility updates and relocations
Undergarun replied to a topic in ... acceptedOld
Kero99 and me are testing the second branch in a 2000+ pl realm at the moment without troubles. Appears to be stabled but we'll continue with the test for a while... -
Crash confirmed on latest rev
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Any github repo to merge easily?
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Confirmed
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Thanks u!! Temp fix is working on latest rev for gameobject. And 4 struct PageTextLocales { } ?
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