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VO 1.8.608-609 and Server Side
Cross-posting from News..
VO 1.8.609 includes (tonight)
- Twelve new custom-made missions, available in varied trees.
- Major improvements to the sector startup process, which also help common sector-to-sector jump performance, but most importantly mitigate a scalability issue if the sector is under extreme CPU load (huge NPC count, etc).
- Additional server-side debugging and monitoring added, to further track down a few persistent issues and further enhance server stability.
- Fixed rare server-side issue that sporadically caused NPC navigational AI to not function properly, in certain sectors, for limited times.
- Fixed server-side memory allocation problem under higher load conditions (testing with 600 clients per sector).
- Migrated all server components to use jemalloc, updated server-side LuaJIT and other mechanisms.
- Fixed rare client Lua error when getting remote character information as a player is leaving a sector.
- Fixed some other unusual and rare client-side Lua error cases.
VO 1.8.608 included (July 18th):
- Twelve new custom-made missions.
- New server-side optimizations for players with extremely large and complex inventories.
- Fixed certain cases where resulting items could be "lost" from manufacturing missions.
- Fixed problem with some client CAPTCHAs appearing upside-down.
VO 1.8.609 includes (tonight)
- Twelve new custom-made missions, available in varied trees.
- Major improvements to the sector startup process, which also help common sector-to-sector jump performance, but most importantly mitigate a scalability issue if the sector is under extreme CPU load (huge NPC count, etc).
- Additional server-side debugging and monitoring added, to further track down a few persistent issues and further enhance server stability.
- Fixed rare server-side issue that sporadically caused NPC navigational AI to not function properly, in certain sectors, for limited times.
- Fixed server-side memory allocation problem under higher load conditions (testing with 600 clients per sector).
- Migrated all server components to use jemalloc, updated server-side LuaJIT and other mechanisms.
- Fixed rare client Lua error when getting remote character information as a player is leaving a sector.
- Fixed some other unusual and rare client-side Lua error cases.
VO 1.8.608 included (July 18th):
- Twelve new custom-made missions.
- New server-side optimizations for players with extremely large and complex inventories.
- Fixed certain cases where resulting items could be "lost" from manufacturing missions.
- Fixed problem with some client CAPTCHAs appearing upside-down.
Out of curiosity, was there a singular large change that led to the improvement of sector-to-sector performance, or just a lot of minor optimizations that added up?
Well, this latest change (this past week) was a different "type" from what has happened prevoiusly. This impacts "all cases" and not just "people who have giant inventories", for instance.
So, over the last couple of months I would say that "a lot of large changes added up", but the visibility of any individual change, to any specific user, may be limited. If each change impacts a few different cases, the number of total situations you've improved becomes pretty drastic, but those situations may not always be visible.
However, for me to say they were minor optimizations would belie the amount of major work that has gone into profiling, debugging and re-architecting how significant portions of the game work.
There's been more foundational, low-level development on "how the game works" this year, than at any point since 2004.
So, over the last couple of months I would say that "a lot of large changes added up", but the visibility of any individual change, to any specific user, may be limited. If each change impacts a few different cases, the number of total situations you've improved becomes pretty drastic, but those situations may not always be visible.
However, for me to say they were minor optimizations would belie the amount of major work that has gone into profiling, debugging and re-architecting how significant portions of the game work.
There's been more foundational, low-level development on "how the game works" this year, than at any point since 2004.
Absolutely, "little" and "large" are entirely relative - good info, thanks for the response!
I can open the inventory screen without crashing now woooo.
Much needed changes but a step in right direction.
Much needed changes but a step in right direction.
I can open the inventory screen without crashing now woooo.
Practically all the changes here are server-side. I'm guessing you had a plugin-related crash, not a game-client crash, and that's simply been side-stepped by the client now receiving data in a different way.
But, glad to hear things are working better for you.
Practically all the changes here are server-side. I'm guessing you had a plugin-related crash, not a game-client crash, and that's simply been side-stepped by the client now receiving data in a different way.
But, glad to hear things are working better for you.
No it happened in base game. Recent updates (no idea wut it was) seemed to fix it. Anytime i opened and sort by item type it crashed the client (screen lockup). It would sometimes load it but as said seems fixed now so yey. And i had to resort to using tc2 plugin to see inventory (now dont)
Anytime i opened and sort by item type it crashed the client (screen lockup).
If you have a really large number of inventory items, then that's not surprising. But, that's also not actually a crash. There's a good chance it would have completed eventually, it was just slow to do so.
Anyway, glad it's working better now. But, in the future, it's best to report these kinds of issues on Bugs.
If you have a really large number of inventory items, then that's not surprising. But, that's also not actually a crash. There's a good chance it would have completed eventually, it was just slow to do so.
Anyway, glad it's working better now. But, in the future, it's best to report these kinds of issues on Bugs.