Thanks for the pragma pack patch, I will apply it.
Any chance you could create a patch for dynamic city name length memory allocation?
LongTurn Game 2 for Freeciv-web
Re: LongTurn Game 2 for Freeciv-web
Game crash detected
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
Re: LongTurn Game 2 for Freeciv-web
Server maintenance. Nothing to worry about.
Re: LongTurn Game 2 for Freeciv-web
Oh! So I jumped in exactly the moment between server restart and loading the last save
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
Re: LongTurn Game 2 for Freeciv-web
It occurred to me that in a large game memory usage can peak significantly at the moment server constructs savegame in memory.
I hope you have spread out turn change times of longturn games so that they are not all taking maximum server resources at the same time.
I hope you have spread out turn change times of longturn games so that they are not all taking maximum server resources at the same time.
Re: LongTurn Game 2 for Freeciv-web
Do you mean when the server is autosaving? How do you suggest I spread out turn change times for the already running games? I could set slightly different turn timeout values. At the moment, the server is able to handle these games just fine, so it is not urgent.cazfi wrote:It occurred to me that in a large game memory usage can peak significantly at the moment server constructs savegame in memory.
I hope you have spread out turn change times of longturn games so that they are not all taking maximum server resources at the same time.
In order to support even more and larger LongTurn games, I hope that we can be able to reduce the base idle memory usage of the Freeciv processes down from approximately 1,5Gb per process.
Re: LongTurn Game 2 for Freeciv-web
By the way, the production server was not able to start a 500 player LongTurn game. The web client was stuck in pregame and the game never started. Starting the exact same game on my Pc running Vagrant worked. The server is slower than my Pc, so perhaps something is timing out. Perhaps you could help me test starting a 500 player LongTurn game with 30000 tiles on Freeciv-web on your setup?
Re: LongTurn Game 2 for Freeciv-web
Yes.AndreasR wrote:Do you mean when the server is autosaving? How do you suggest I spread out turn change times for the already running games? I could set slightly different turn timeout values.
Today: increase timeout BY
Game 2 - 15 minutes
Game 3 - 30 minutes
Game 4 - 45 minutes
Game 4 - 60 minutes
Tomorrow: reduce all timeouts back to 23 hours.
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
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Re: LongTurn Game 2 for Freeciv-web
Problem being that once the server is restarted for maintenance and the latest savegames are loaded, the current timeout is reset so they will all be in sync again. Possible solution: Add an option to modify the current turn's timeout, so that when restarting the server, you can manually knock a few minutes on or off some of the clocks. Alternatively, the time left on the clock when shutting down could be stored in the save file and just loaded again. That way, the games would drift apart slightly on their own if their shutdown times are closer to each other than their load times.Corbeau wrote:Yes.AndreasR wrote:Do you mean when the server is autosaving? How do you suggest I spread out turn change times for the already running games? I could set slightly different turn timeout values.
Today: increase timeout BY
Game 2 - 15 minutes
Game 3 - 30 minutes
Game 4 - 45 minutes
Game 4 - 60 minutes
Tomorrow: reduce all timeouts back to 23 hours.
~ AVL
Re: LongTurn Game 2 for Freeciv-web
LongTurn game 2 is now at turn 101! Game 2 is a testing game which we can use to improve and better understand this type of game on Freeciv-web.
Here is a screenshot of the overview map, showing the borders of all nations:
Here is a screenshot of the overview map, showing the borders of all nations: