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  #1  
Old 02-25-2019, 07:53 PM
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eldarian
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has there been any new progress on this issue? Very frustrating a commonly used processor for hosting is causing this much turmoil
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  #2  
Old 02-25-2019, 08:33 PM
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Quote:
Originally Posted by eldarian View Post
has there been any new progress on this issue? Very frustrating a commonly used processor for hosting is causing this much turmoil
Update is we've had it on PEQ, we're making additional tweaks that go live tomorrow, this takes time to test until we feel its ready to go back into mainline
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  #3  
Old 02-25-2019, 08:35 PM
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i know AEQ would be very happy to be your test server for this fix community has communicated as much to me. feel free to reach out to me and we can do what we need too to test it in operation
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  #4  
Old 03-02-2019, 06:50 PM
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We pushed changes last night that have been tested on PEQ for over a week with 800+ toons with no issues. Also tested on Legacy of Norrath before they shut down

https://ci.appveyor.com/api/projects...86-no-bots.zip

Give that a whirl
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  #5  
Old 03-02-2019, 09:48 PM
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Quote:
Originally Posted by Akkadius View Post
We pushed changes last night that have been tested on PEQ for over a week with 800+ toons with no issues. Also tested on Legacy of Norrath before they shut down

https://ci.appveyor.com/api/projects...86-no-bots.zip

Give that a whirl
I plan to add this tomorrow morning to Varlyndria. We all thank you for this fix.
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  #6  
Old 03-03-2019, 11:16 AM
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eldarian
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Quote:
Originally Posted by Drakiyth View Post
I plan to add this tomorrow morning to Varlyndria. We all thank you for this fix.
Let me know if this fix worked for you in any areas
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  #7  
Old 03-03-2019, 05:08 PM
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Quote:
Originally Posted by eldarian View Post
Let me know if this fix worked for you in any areas

I added the source code from Akkadius' link above to Varlyndria early this morning, and then did a stress test with the server that didn't go so well. I even tried the pull method of the latest unstable source in the folder. The stress test in Nexus started bugging out with 18+ players when the spike came back. It does appear to be better than it was before, but not what I was expecting. Varlyndria is currently on a AWS Large T3 windows system. It has held over 118 clients online + pets just fine as long as they are in different zones/instances of the high-traffic hubs and under 11 in total. (on average). Now it seems like 16-18 or so, but the lag does come back full force and spikes the zone out badly -- eventually crashing it, or forcing me to shut it down.

I've heard from a source on my discord that Linux using developers are having more luck with it. I've been running windows since I started with EQemu and I've never seen an issue like this before, aside from not having enough connection speed to handle the player population.

At this point, I am hesitant/undecided to see if a stronger connection than T3 Large would produce better results with the change.



Any professional advice that can be given on the situation would be helpful.
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  #8  
Old 03-04-2019, 11:02 AM
Maze_EQ
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Quote:
Originally Posted by Akkadius View Post
We pushed changes last night that have been tested on PEQ for over a week with 800+ toons with no issues. Also tested on Legacy of Norrath before they shut down

https://ci.appveyor.com/api/projects...86-no-bots.zip

Give that a whirl
It worked on our dev build with 80 clients in the same zone.

Our dev environment previously couldn't handle 20+.
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  #9  
Old 03-04-2019, 12:36 PM
ptarp
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Quote:
Originally Posted by Maze_EQ View Post
It worked on our dev build with 80 clients in the same zone.

Our dev environment previously couldn't handle 20+.
You're running windows?
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  #10  
Old 03-04-2019, 02:44 PM
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So - we could be dealing with a few factors here, while the resend issue was a very valid issue that we took care of, I have a hunch that something is of influence in the windows realm here

I have another question for you guys, where have you guys been getting your binaries?

Have you been compiling them yourselves? In the past few months we switched our main source of windows binary updates from our CI system and I just want to rule out a bad or imperformant library or compilation setting

At the end of the day, Windows or Linux you should be able to run on either, we'll get it figured out
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  #11  
Old 03-05-2019, 11:10 PM
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I can confirm that I 100% agree with Akkadius. I attempted to upgrade our hardware and in my folly i was wrong. superior hardware is not going to fix this issue. I changed from a xeon 2.0 processor to a Intel I7-6700 32gb etc. and experienced the same issues. So at the very least we have eliminated the theory of hardware.
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  #12  
Old 03-05-2019, 11:10 PM
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We just tried running the installer on a fresh setup, and started getting lag once we passed 23 in zone.
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  #13  
Old 03-07-2019, 10:51 PM
ptarp
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Quote:
Originally Posted by blooberry_eq99 View Post
We just tried running the installer on a fresh setup, and started getting lag once we passed 23 in zone.
As another test.. Use the same binaries, everything else.. but in the /Maps/nav directory, create a subdirectory. Something like /Maps/nav/removed

Move all of the files from the /nav directory into the new subdirectory. Then run the server again.. Lag goes away for me.

NOTE: I'm working with highly customized server code and don't have the latest update.

As a second test, I turned off .mmf file loading and left .nav files in the /nav directory. Either solution worked for me.
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  #14  
Old 03-07-2019, 11:02 PM
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I will trying this on Alternate Everquest and report back if this works for us
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  #15  
Old 03-07-2019, 11:39 PM
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MMF loading has been disabled for some time.

The new mapping system has not been applied to mmf loads and, tbh, I am unsure of the behavior of trying to use them.

Worst case scenarios, you would default to standard map loading or zone crashes.

The pre-built binaries do not include mmf loads as an enabled option.
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