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Cpu Usage Problem

Discussion on Cpu Usage Problem within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Angry Cpu Usage Problem

I have Problem My Cpu Usage take alot i have 6 Cpu and take 91%

Mysqld it's only take all usage
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Old 04/28/2013, 14:43   #2


 
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I take it this is while your running a server?
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Old 04/28/2013, 15:13   #3
 
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Yea when i close Server Cpu back to 0 usage it's big Vps 16 gigaRam and 6 Cpu
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Old 04/28/2013, 15:59   #4


 
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Yeah, the problem is that your server is written badly, no real surprise there.
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Old 04/28/2013, 18:59   #5
 
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Quote:
Originally Posted by Korvacs View Post
Yeah, the problem is that your server is written badly, no real surprise there.
So....

32 Viewer and no Resolved
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Old 04/28/2013, 22:31   #6


 
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Originally Posted by magnon View Post
So....

32 Viewer and no Resolved
Nope, the only way to resolve this is to rewrite your server, and since you have copy pasted most of your server from other servers its no wonder its broken to ****. lol
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Old 04/28/2013, 22:36   #7
 
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Do you run any infinite loops that doesn't sleep for at least 1 miillisecond?
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Old 04/28/2013, 23:39   #8
 
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I Resolved it it's was from programe.cs have alot of Save i just Delete it
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Old 04/28/2013, 23:50   #9


 
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Quote:
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I Resolved it it's was from programe.cs have alot of Save i just Delete it
Unbelievable
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Old 04/29/2013, 00:15   #10
 
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Good job! I usually do like that too, delete the saving parts. Mehh, who cares what they do - just select it all and delete! As long as it works, right?

Do you do consultant job?
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Old 04/29/2013, 00:38   #11
 
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well i really would want to be sarcastic but i suck at it anyway
why would you save everything with loop from "programe.cs" instead of saving them from the event itself ?
what i mean is
lets assume that you are smart and only saving for online players
and lets assume that you give a good sleep for your saving maybe 5 ms or something
that will end you up saving maybe 200 variable for 50 players which is an avg of updating the database with 10,000 variable each 5 ms which is 120k variable per min
instead of saving variables at there own events
ex.
when someone jump you save check for the coords to be valid or not then save them as current , save the old as previous , calculate whatever you want for eliminating speedhacks (what's what i was personally doin in nextco if i recall correctly)
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Old 04/29/2013, 02:01   #12
 
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how about memoryusage high , any tip where would i look
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Old 04/29/2013, 03:41   #13
 
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Originally Posted by marcbacor6666 View Post
how about memoryusage high , any tip where would i look
Maps? :| That is the reason that servers will have a high memory usage, what u have to worry is how scalable is what u are coding, not the "base memory usage"
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Old 04/29/2013, 05:34   #14
 
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if you ask me the only good way to save is,

when the player logoff and when the server shutdown. thats all.
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Old 04/29/2013, 05:51   #15
 
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if you ask me the only good way to save is,

when the player logoff and when the server shutdown. thats all.
so when player buy something you don't update his cps/gold until he relogin ?
when player trade/sellthrowbooth you don't remove the items from his inventory or update cps until he relogin ?
and count on that so many stuff :\

i still insist that the best way for updating the db is on the event itself , not with a timer and not on player logging off or even server shutting down
maybe you do not suffer from that at trinity as it's all well coded on changing cps it update the clients but if it wasn't done you was to understand why it should be there
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