The run over the busy period was interesting. Yesterday at 150 players the server was operating with a load of 130-150 msec.
About 8 hours from the time of this post, I upgraded the flhook software to improve its efficiency. With 150 players on right now, the server has a load of 80-100 msec.
Unfortunately there's still a situation where the server gets behind in processing game information from players. When this happens the load can continue to increase cumulatively by 200 msec every second. The game is unplayable over about 250-500 msec load. When the total load hits 6000 msec the server is automatically restarted.
As a result of the statistics gathered over the last two days, I've concluded that the current server can't keep up with more than around 160 players online. We will do something about this as soon as possible - either by getting the server split to work or moving to a faster CPU. In the mean time, I am going to think about reducing the maximum player count to 150.
Quote:Have you server guys ever given a thought to virtualization of the server?
Won't work for several different reasons. Incidentally, if it could work then CPU designers would present a single virtualised core and we wouldn't need virtualisation.
Quote:It seems i wasn't able to send PM or use the /t .. i guess it's something temporary.
Yes there's definitely an issue here. I'll look into it.
Quote:I can't see any Cruise Disruptor fired by me nor my opponent
This can happen when the server load goes over 500 msec. The server drops certain types of events to try to drop the load.
Proud member of "the most paranoid group of people in the community"