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➜ SMAUG
➜ Running the server
➜ game_loop(), select(), and dual core CPUs
game_loop(), select(), and dual core CPUs
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Posted by
| Samson
USA (683 posts) Bio
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Date
| Reply #60 on Tue 20 Feb 2007 01:41 PM (UTC) |
Message
| I say placebo because I can't imagine that we have THAT much data flowing around in every last possible situation. I could buy it from the overland display for immortals, but really, not much else we have should come anywhere close to spitting out 4K chunks.
Anyway, I figured people might like to know that it looks like the original problem has been fixed. Turned out that the clock timer issue was OS related, and it was due to boot arguments to the kernel that got left behind during the installation of the OS. It's been 4 days now and no sign of trouble from the clock on either server.
It was one of those half-fluke scenarios where the installer wouldn't run without special arguments, but the OS itself needed them removed after the installer was done. I'll definitely have to keep it in mind for the future. | Top |
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Posted by
| David Haley
USA (3,881 posts) Bio
|
Date
| Reply #61 on Tue 20 Feb 2007 05:33 PM (UTC) |
Message
| Which parameters were they out of curiosity? Was it noapic by any chance? |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
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Posted by
| Samson
USA (683 posts) Bio
|
Date
| Reply #62 on Wed 21 Feb 2007 07:49 PM (UTC) |
Message
| I had:
ro root=LABEL=/ noapic acpi=off no_timer_check
Changed it to:
ro root=LABEL=/ acpi_use_timer_override
So far that's eliminated the issue.
| Top |
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Posted by
| David Haley
USA (3,881 posts) Bio
|
Date
| Reply #63 on Wed 21 Feb 2007 09:22 PM (UTC) |
Message
| Hmm. I'm booting using noapic and am not having timer issues, however I don't have acpi=of and no_timer-check.
Well, in any case, I'm glad that the problem was resolved in a very sane manner without 64 bits causing the world to end as we know it. :-) |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
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Posted by
| Nick Gammon
Australia (23,158 posts) Bio
Forum Administrator |
Date
| Reply #64 on Thu 22 Feb 2007 04:10 AM (UTC) |
Message
| Or, needing to rewrite the main game loop <wink>. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | Top |
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Posted by
| David Haley
USA (3,881 posts) Bio
|
Date
| Reply #65 on Thu 22 Feb 2007 04:14 AM (UTC) |
Message
| Aww, I still think the main loop should be rewritten anyhow. :-) It would be pretty nice to have a proper separation of in-game actions and out-of-character commands. Still, that's a pretty big "should"... |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
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Posted by
| Samson
USA (683 posts) Bio
|
Date
| Reply #66 on Thu 22 Feb 2007 02:37 PM (UTC) Amended on Thu 22 Feb 2007 02:38 PM (UTC) by Samson
|
Message
| I stick mostly to the philosophy of "if it works, it doesn't need fixing". Especially in cases where messing with it without really understanding what's happening under the hood can foul you up bigtime.
The descriptor handling in most Diku code seems to work just fine for the purpose. It takes input, performs updates, then sends output. The chain seems to flow pretty well since input should affect the outcome of update hanlders and those should in turn affect what gets output.
As long as the clock is reliable it should never be a problem. But as we saw, symptoms in your game are not always caused by your code :) | Top |
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