Bad Lag

Started by Greater, July 23, 2015, 05:48:32 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

We've been having these stints of really bad lag for awhile now. It starts as mild lag, but over time it builds up and nearly becomes unplayable.

This typically lasts for a few days at a time.

Anything that can be done?
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

The lag has progressed into being unplayable today.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

Quote from: Coarse Horse on July 24, 2015, 07:36:51 AM
The lag has progressed into being unplayable today.
Thanks for reporting it.  I'm restarting it in just a minute.


TGS v1.0 (coming soon)

July 24, 2015, 01:48:58 PM #3 Last Edit: July 24, 2015, 01:50:42 PM by Vitoc
We've had this long-standing issue where something triggers it to go into a recurring loop, pegging the main processing core.  If anyone has experienced anything strange right before this kind of lag hits, please report it so we can finally fix this.  It has to be something that has a check against endless looping, otherwise it would be an infinite loop and not at all responsive.


TGS v1.0 (coming soon)

Pegging, giggle.

Does this issue ever correct itself?

Quote from: Stalkerr on July 24, 2015, 02:00:31 PM
Pegging, giggle.

Does this issue ever correct itself?
Heh...

Negative.  Once it's in that state it's like that until restart.


TGS v1.0 (coming soon)

Quote from: Vitoc on July 24, 2015, 02:52:07 PM
Heh...

Negative.  Once it's in that state it's like that until restart.
I'm thinking it's probably somewhere in textblocks.  I think we have a check to only go a certain number of iterations deep before assuming it's stuck in a loop and breaking out.  But the next time that player's slice of time comes up again it's doing it all over.


TGS v1.0 (coming soon)

July 24, 2015, 02:56:13 PM #7 Last Edit: July 24, 2015, 03:03:41 PM by Stalkerr
Quote from: Vitoc on July 24, 2015, 02:53:18 PM
I'm thinking it's probably somewhere in textblocks.  I think we have a check to only go a certain number of iterations deep before assuming it's stuck in a loop and breaking out.  But the next time that player's slice of time comes up again it's doing it all over.
I was just looking at the possibilities for textblocks -- I think this would happen more frequently if that were the case.  Wouldn't it also quit when that player disconnected?

I was thinking maybe rooms that can spawn limited mobs or rather rooms that only spawn limited mobs. Its been a long ass time since we worked on this section of the code but I recall that if the mob is rolled and can't be rolled it rolls again.  I don't recall if there was a check for loops there.

I'm looking into it now.

Also worth noting is that it _usually_ (9 times out of 10) happens within the first few days of me restarting the realm.  This time I think it happened much later.


TGS v1.0 (coming soon)

It started a few hours ago and is already pretty much unplayable.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

It's pretty bad right now.