Topic: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!  (Read 2128 times)

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Offline Dizzy

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***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« on: February 01, 2005, 07:11:22 pm »
Thanks to a high end processor, Error free shiplist and the best .gf settings since... well since ever, SG4 is one small step for a server, one giant leap for serverkind!

Offline Bonk

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #1 on: February 01, 2005, 08:47:16 pm »
Ack! You'll jinx it! Shhhh! Don't breathe!  I was gonna say something.... but I was afraid I'd jinx it... lol

Seriously though, I think it's the single processor that makes some of the difference (have yet to test the effect of processor affinities on multi processor boxes)... careful and conservative gf settings and an error free shiplist obviously help too. The db is quite well behaved lately. I'd be curious to see if we keep a server pristine from the start (ie much testing before launch) whether NW's db editor will continue to work on it.

Also, its more the stability of the executable affected by a combination of shiplist, settings and db condition, but db condition is just a symptom and only begins to contribute to the problem when it gets large. Since the serverkit works in memory and writes to disk as necessary, disk speed  and db size on disk is not really a factor unless you run riduculously fast turns..the flatfile db is badly structured (/loses its stucture) as a file however even with minimal errors introduced by shiplist and settings. I have tested a copy of the kit compiled without smartheap and noticed no degradation in performance - I have yet to see if it will perform under load and perhaps keep the db in the tidy order that was intended...?
« Last Edit: February 01, 2005, 09:00:43 pm by Bonk »

Offline Dizzy

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #2 on: February 01, 2005, 09:35:40 pm »
Find out what it takes to break it...

Offline Bonk

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #3 on: February 02, 2005, 01:25:44 am »
Find out what it takes to break it...

In this spirit, I'm tempted to leave it up to see when/if it chokes (as long as the db doesn't get so dirty as to interfere with play) and just back up the db instead of cleaning it tomorrow... and the next day(?)... (ah, but you have another serverside shiplist update for tomorrow - best to clean for that...)

Offline Dizzy

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #4 on: February 02, 2005, 05:57:05 am »
Sending it in a few mins...

Offline FPF-DieHard

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #5 on: February 02, 2005, 08:58:26 am »
We haven't hot the 45 player mark since the first night, until then it hasn't really been tested.

Let's see what happens this weekend.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #6 on: February 02, 2005, 09:23:30 am »
ya, be interesting to see how it handles 30-35 peeps. But even with 25 peeps on, which is what we had recently, GW would burp every 45 to 90mins if not more. GW4 was never up 24hrs w/o a crash. Bonk and I have some data to share later that details whats needed for this to happen.




Offline FPF-DieHard

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #7 on: February 02, 2005, 10:10:28 am »
GW would burp every 45 to 90mins if not more. GW4 was never up 24hrs w/o a crash. Bonk and I have some data to share later that details whats needed for this to happen.



Not on my hardware.  GW only ran on my server  "part-time" as it is a pain in the ass for me not being able to draft. 

GW was stable with 40 as long as the DB had been cleaned within 3-4 hours of the prime-time rush.  I'm hoping that the optimixations that you and Bonk will let us exceed this limit.

Don't count you chickens before they crash  ;D
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #8 on: February 02, 2005, 10:46:30 am »
A few things...

1.) AI is required to be turned on or the DB doesnt like it and stops sorting properly.
2,) Monsters too.
2.) Shipyard errors (bad shiplist) cause the same DB instability and add size to the DB.
3.) Forfeits can add to disrupted DB as the DB doesnt understand how to handle them.
4.) Player disconnects and bad mission reporting, same as above.
5.) More AI litters the map from forfeits and player disconnects and improper mission reporting leading to AI spam in the DB requiring a DB clean to fix.


There are a few others, I forget.
Now, once the DB starts to swell, a few other factors come into play.

1.) The processor will start to spike.
2.) The larger the player load, the more processor usage.
3.) The larger the shiplist, the more processor usage.
4.) The faster the shipyards run, the more processor usage.
5.) Forfeits can add to disrupted DB as the DB doesnt understand how to handle them.
6.) Player disconnects and bad mission reporting, same as above.

There are a few others, I forget.
The tolerance of how much the processor can handle depends on many factors, but the bottom line is once the DB swells, the other factors contribute to an inevitable processor spike and once it reaches 100%, the processer cannot keep the DB ordered and it swells exponentially soon causing a burp or crash. Once restarted, the processor is under low load and is able to start up again. But it repeats the steps above and the same burp happens again once the processor reaches 100%.

Your processor handles all these problems quite well because it is so fast. But even it too reaches a point where the only thing that will allow it to run for a while w/o a burp is a DB clean. But if a DB can be kept small from avoiding the things that make it swell, then depending on the processor speed of the server, the next step is to see just how high the player load can go!

50, 60, 70?

I'd put my money on 70, not that now we'd ever get that many cuz of the bumps that drove off peeps from the past till this point here, but if you remember articfires, he had 50-60 peeps on his. No DB clean back then. But if you remember, he used stock missions, mostly stock gf settings and stock shiplist. Unfortunately, there were other factors that caught up with the DB in the end and corrupted it permanently. In its last days, player count started to take its toll and it held less and less and started to burp more...

I'd say we are 90% there to higher player numbers and running 12+hrs. straight w/o a crash. Bonk and I have done extensive testing this server and our tests affirm our conclusions for the most part.

Bonk, did I miss anything?

Offline FPF-DieHard

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #9 on: February 02, 2005, 10:58:54 am »
If we ever have the demand for a 70 player server again, I will build a box that can handle it  ;D
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #10 on: February 02, 2005, 11:00:07 am »
If we ever have the demand for a 70 player server again, I will build a box that can handle it  ;D


F9th fleet has been buying copies of OP off Ebay. I ordered one as well... We need to recruit! And behave!

Offline Centurus

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Re: ***DB Stability Achieved! SGO4 has been up 24hrs. SOLID!
« Reply #11 on: February 02, 2005, 11:21:21 am »
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F9th fleet has been buying copies of OP off Ebay. I ordered one as well... We need to recruit! And behave!
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Some of us 9th pilots already had OP.  :-D  I remember when I bought both OP and EAW.  I got them both from Interplay's online store, for 4.95 each.  Plus shipping, came out to around 13 bucks.  hehehehehehehehehehehehehe  Brand new copies too.  :-D
The pen is truly mightier than the sword.  And considerably easier to write with.