[OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

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Bueddl
Posts: 165
Joined: 27 Jun 2010, 11:39

Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by Bueddl » 13 Mar 2013, 12:16

nocturne wrote:The memory consumption issue.. Unfortunately this is nothing new -- we were griping about this same bug more than a year ago with the first MP servers for the TM2:Canyon beta.

Honestly, it made me ultimately just give up on hosting a Canyon server, abandoning the development I was doing on ML, MLEPP, and many other useful community scripts.. After all, why waste huge amounts of resources on a canyon server that stands empty -- when the same amount of resources can host a half a dozen busy TMNF servers?

I really would have thought you guys could have given us a decent MP ded server by now... It didn't seem so impossible in tmf..? Please fix this issue, finally, before it chokes out whatever interest there is in developing for what could be a blockbuster game.
Think like you do in this point.

If they are not able to fix that , they should give that to me ^_^
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nocturne
Posts: 221
Joined: 23 Jun 2010, 21:31

Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by nocturne » 18 Mar 2013, 06:36

Getting close to a month since the latest release now, and no real word of an end to the mem leak..? Hoping the same problems with the Canyon release haven't set a precedent..
:teub:

reaby
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Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by reaby » 18 Mar 2013, 10:13

With the newest dedicated, force spectator to freeselection doesn't work..

Code: Select all

 -> DedicatedApi\InvalidArgumentException with code 0
    spectatorMode = 0
  - in
      /srv/maniaplanet/manialive-svn/libraries/DedicatedApi/Connection.php on
      line 3826
  - Stack: #0
      /srv/maniaplanet/manialive-svn/libraries/ManiaLivePlugins/Standard/AutoQu
      eue/AutoQueue.php(91): DedicatedApi\Connection->forceSpectator('reaby',
      0)
           #1
      /srv/maniaplanet/manialive-svn/libraries/ManiaLivePlugins/Standard/AutoQu
      eue/AutoQueue.php(66):
      ManiaLivePlugins\Standard\AutoQueue\AutoQueue->letQueueFirstPlay()
           #2
      /srv/maniaplanet/manialive-svn/libraries/ManiaLivePlugins/Standard/AutoQu
      eue/AutoQueue.php(129):
      ManiaLivePlugins\Standard\AutoQueue\AutoQueue->queue('reaby')
           #3
      /srv/maniaplanet/manialive-svn/libraries/ManiaLive/DedicatedApi/Callback/
      Event.php(58):
      ManiaLivePlugins\Standard\AutoQueue\AutoQueue->onPlayerConnect('reaby',
      true)
           #4
      /srv/maniaplanet/manialive-svn/libraries/ManiaLive/Event/Dispatcher.php(5
      4):
      ManiaLive\DedicatedApi\Callback\Event->fireDo(Object(ManiaLivePlugins\Sta
      ndard\AutoQueue\AutoQueue))
           #5
      /srv/maniaplanet/manialive-svn/libraries/ManiaLive/Application/AbstractAp
      plication.php(120):
      ManiaLive\Event\Dispatcher::dispatch(Object(ManiaLive\DedicatedApi\Callba
      ck\Event))
           #6 /srv/maniaplanet/manialive-svn/bootstrapper.php(69):
      ManiaLive\Application\AbstractApplication->run()
           #7 {main}

The_Big_Boo
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Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by The_Big_Boo » 18 Mar 2013, 11:04

Actually it's a coding mistake from me in ManiaLive :oops: Fixed on SVN.
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vni
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Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by vni » 18 Mar 2013, 17:53

nocturne wrote:Getting close to a month since the latest release now, and no real word of an end to the mem leak..? Hoping the same problems with the Canyon release haven't set a precedent..
:teub:
word. this memleak drives us crazy.
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MuNgLo
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Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by MuNgLo » 18 Mar 2013, 20:08

not to mention the broken callvote :/

Been broken since what? beta2? Not a single word about it either.

Bueddl
Posts: 165
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Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by Bueddl » 19 Mar 2013, 09:50

I currently did a quickfix with only allowing 60 players at maximum and automatically restarting the gameservers between 3-5 in the night when the servers are mostly empty.... it is just great, that we HAVE TO fall back to such solutions...Where is the downvote smiley?? -.-
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nocturne
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Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by nocturne » 20 Mar 2013, 05:36

At least you have a few gigs of ram to spare, lol.. Try it with 2gb to share between apache, mysql, and a few tmf/tmn servers.. :evil:

With even meagre usage, I HAVE to restart the server at least once a day.. just taken to constantly keeping 'top' running in putty, and restarting the server whenever I get a chance when the player counts dip.

I could be running a busy tf2 server with this amount of resources.. Or half a dozen tmf servers with more than 50 players apiece.

How bout this one, Bueddl..? Image

Or maybe this is more appropriate.. Image

Bueddl
Posts: 165
Joined: 27 Jun 2010, 11:39

Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by Bueddl » 20 Mar 2013, 12:05

nocturne wrote:How bout this one, Bueddl..? Image
Haha, perfect :D Must be added to the smilies list :D

I aggree with you in all your points. If anyone from NADEO reads still in that forum ( Hello xbx ^^ ), you may have a look at the updated stats here: http://tm.bueddl.de/zero-stats/Very_Short , you can zoom in and see moreless exactly what's happening...

Cheers,
Bueddl
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nocturne
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Re: [OpenBeta 3.1] ManiaPlanet 2 Beta Server 2013-02-27b

Post by nocturne » 20 Mar 2013, 19:39

Wow.. having better luck than me.. xD

I actually had quite a surprise the other day.. the MP server was hovering around 1200mb, with only 60mb left to spare (thanks to crashing a few aseco controllers). I was hovering in putty, trying to kill the process while in 'top' (struggling against the lag induced by low resources), when -- BAM! The server magically shed 800mb.. :shock:

So, obviously they must of done something right, regarding mem management and garbage trimming.. just not enough, or not soon enough. I'm sure they already know exactly what was wrong, and probably already fixed it (memleaks tend to be those kind of 'DUH!' mistakes).. and they are just waiting until all the other WIP fixes are done (have to remember, have TMCanyon, TMValley, and SMStorm to worry about supporting also), so they can make a somewhat solid release when this goes retail. Kind of like final rls's only, no nightly builds.

In the meantime, we all go crazy.. :roflol:

If you want to know what kind of timeline to expect, refer to the old TMCanyon beta server threads.. Think it went 6 months, and we were still on the same beta version server when I had to abandon it. *sigh*

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