TOO LAG!

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Re: TOO LAG!

Postby Finndibaenn » Sat Jun 01, 2013 10:41 am

Honestly, it's rather unplayable for a few days : there are several seconds delay for any action (pick up in inventory, moving, whatever...)
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Re: TOO LAG!

Postby Kandarim » Sat Jun 01, 2013 10:50 am

Image

We've passed the 400% load! Yay! On to new milestones!
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
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Re: TOO LAG!

Postby Avarice » Sat Jun 01, 2013 11:02 am

It was 500% load and 9 players on Roan when I woke up a few hours ago. :P
Darwoth: - "you need to start thinking of this game as a giant toilet that all of us players are constantly circling the drain in trying to stay afloat..."
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Re: TOO LAG!

Postby clouddog » Sat Jun 01, 2013 12:07 pm

Image

Image
We never left, We just lay low and the lower we lay we stay connected and make dough.
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Re: TOO LAG!

Postby uuhan » Sat Jun 01, 2013 2:00 pm

new milestones!
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Re: TOO LAG!

Postby Lusewing » Sat Jun 01, 2013 3:07 pm

Looks like servers are down now so with luck the lag will be solved and everything will go on as normal once they come back up.
Do not argue with idiots, for they will pull you down to their level, then beat you with experience.
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Re: TOO LAG!

Postby loftar » Sat Jun 01, 2013 3:21 pm

There, the hoster now claims to have fixed the issue. All the details I got from them was that their network was "loaded", though, so I'm afraid I don't have more than that to tell you. Hopefully it's working now again, at least. :)
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Re: TOO LAG!

Postby Lusewing » Sat Jun 01, 2013 3:27 pm

All good from my end now Loftar - thanks for sorting it.
Do not argue with idiots, for they will pull you down to their level, then beat you with experience.
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Re: TOO LAG!

Postby uuhan » Sat Jun 01, 2013 4:36 pm

loftar wrote:There, the hoster now claims to have fixed the issue. All the details I got from them was that their network was "loaded", though, so I'm afraid I don't have more than that to tell you. Hopefully it's working now again, at least. :)

THX
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Re: TOO LAG!

Postby razoreqx » Sat Jun 01, 2013 4:49 pm

uuhan wrote:
loftar wrote:There, the hoster now claims to have fixed the issue. All the details I got from them was that their network was "loaded", though, so I'm afraid I don't have more than that to tell you. Hopefully it's working now again, at least. :)

THX

A small number of open file descriptors (sockets) can significantly reduce both the performance of an Internet Server and the load that workload generator like httperf can generate. This is meant to provide some information about how to increase the limits on the number of open file descriptors (sockets) on Linux. Note: the actual numbers used below are examples. The numbers you should use will depend on weather you are modifying a system that will be used as a client or a server and the load being generated. In this example we increase the limit to 65535.
Network issues as described is due to the fact the game is unable to cleanup dead sockets. I have the code to fix this issue in C++ if the development team is interested. It polices the dead sockets and removes them to free up dead child sockets
Each registered file descriptor costs roughly 90 bytes on a 32-bit kernel, and roughly 160 bytes on a 64-bit kernel.
If the code is unix based this command and illustrate that when the problem is occurring.

#cat /proc/sys/fs/file-max

This is a good document to describe the limitation.
https://cs.uwaterloo.ca/~brecht/servers/openfiles.html

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