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Re: LongTurn Game 2 for Freeciv-web

Posted: Fri Jun 16, 2017 8:41 pm
by AndreasR
Thanks for the pragma pack patch, I will apply it.
Any chance you could create a patch for dynamic city name length memory allocation?

Re: LongTurn Game 2 for Freeciv-web

Posted: Fri Jun 23, 2017 9:08 pm
by Corbeau
Game crash detected :)

Re: LongTurn Game 2 for Freeciv-web

Posted: Fri Jun 23, 2017 9:34 pm
by AndreasR
Server maintenance. Nothing to worry about.

Re: LongTurn Game 2 for Freeciv-web

Posted: Fri Jun 23, 2017 10:00 pm
by Corbeau
Oh! So I jumped in exactly the moment between server restart and loading the last save :D

Re: LongTurn Game 2 for Freeciv-web

Posted: Wed Jul 19, 2017 10:40 pm
by cazfi
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.

Re: LongTurn Game 2 for Freeciv-web

Posted: Thu Jul 20, 2017 3:50 am
by AndreasR
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.
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.

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

Posted: Thu Jul 20, 2017 3:59 am
by AndreasR
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

Posted: Thu Jul 20, 2017 8:53 am
by Corbeau
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.
Yes.

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.

Re: LongTurn Game 2 for Freeciv-web

Posted: Thu Jul 20, 2017 9:23 am
by Alien Valkyrie
Corbeau wrote:
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.
Yes.

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.
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.

Re: LongTurn Game 2 for Freeciv-web

Posted: Sat Aug 05, 2017 4:10 pm
by AndreasR
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:
Image