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What Andy did a couple days ago was just a temporary fix. Ray really fixed it yesterday, but the problem is still in the running code on the production server. From Ray's commit messages, it seems to me that the dependancy in the client was removed long ago, but the uneeded cache was left in the server code. The good news is that this means we won't need to update the client to fix this permanently.
The bug/feature was around for a long time, but it didn't cause any problems until the number of character-id<->name mappings exploded due to the convoys. So Incarnate wasn't wrong when he guess that it had something to do with Deliverator.
[ ] a1k0n
[ ] Incarnate
[/] momerath42
[\] Raybondo
[X] Murphy
Unfortunately, I don't know how to do what Andy did to the running server to clear the cache, and I don't want to restart everything by myself, so we'll have to endure until he gets to work.
The bug/feature was around for a long time, but it didn't cause any problems until the number of character-id<->name mappings exploded due to the convoys. So Incarnate wasn't wrong when he guess that it had something to do with Deliverator.
[ ] a1k0n
[ ] Incarnate
[/] momerath42
[\] Raybondo
[X] Murphy
Unfortunately, I don't know how to do what Andy did to the running server to clear the cache, and I don't want to restart everything by myself, so we'll have to endure until he gets to work.
Notice how Incarnate made it without any dings. :P
Yeah, actually I fixed it and it was my commit message, but I haven't touched the production server. It was still Ray's fault, but it's also my fault for "fixing" once before earlier.
There may be other factors involved.. Currently the garbage collection on the database/chat/login/everything-administrative process is probably what is causing it, now that the used objects are spread randomly across 400 megs of space. I think we're going to compartmentalize some of these things a bit better so chat won't lag when other things are going on. On top of that we'll be able to restart like, just the "chat process" if something goofy happens without affecting anything else in the game.
Anyway, the right now the server needs a full restart and several patches which have been in the pipe for a while.
Andreas, this is only "chat lag" we're talking about here.. It wouldn't really have anything to do with fighting.
There may be other factors involved.. Currently the garbage collection on the database/chat/login/everything-administrative process is probably what is causing it, now that the used objects are spread randomly across 400 megs of space. I think we're going to compartmentalize some of these things a bit better so chat won't lag when other things are going on. On top of that we'll be able to restart like, just the "chat process" if something goofy happens without affecting anything else in the game.
Anyway, the right now the server needs a full restart and several patches which have been in the pipe for a while.
Andreas, this is only "chat lag" we're talking about here.. It wouldn't really have anything to do with fighting.
Well, I am talking about massive game lag making playing VO essentially impossible for a week now (give or take). Its on-going. I just logged because my targets were hopping all over the screen. If there is anything we can do to help debug this, let me know. Playing seems to be pointless in the meantime.
Still having the lag issues as of 1:25 AM Thursday mornin CST.
Chatlag is back too (around 11:35 PST).
yeah, I'm getting a ping from 80 to 120...and that is bad, cuz' I've been gettting a ping of 50-60 for the past two years or so.