Server lag
Old 03-20-2020, 09:42 AM   #1
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Default Server lag

I'm not even sure it's in the right place but if not feel free to move it to the right place.

Anyway, it has come to my attention that the server capacity has been lowered to a point where it can't even support 30 char clicking. What i mean by that is that whenever a big player start bezzlling like me with 12 char or so, i tried with more but your server get far too many request time out and thus i miss too many kds and gold. However whenever i bezz with 12 char some other player are telling me they start lagging and getting time out every time i bezz. Is this possible to look into this and/or maybe upgrade the server a wee bit so i actually don't feel bad for making people lag because im bezzling?
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Old 03-20-2020, 09:15 PM   #2
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The number of time outs during a mass bezz like this is really bad; but it is also been bad during regular play in the mornings when there is a spike of players online. Some research into the topic would be really nice
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Old 03-20-2020, 09:17 PM   #3
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The server lag is real at times. Be great if this could be fixed.
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Old 03-21-2020, 12:50 AM   #4
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change the way we bezzle
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Old 03-21-2020, 02:48 PM   #5
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Quote:
Originally Posted by Rockin Fangs
change the way we bezzle
It's not about the way we bezz it's about the fact that the server for some reason can't handle too many char clicking. as soon as there like 15-20 people online the game start lagging.
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Old 03-22-2020, 11:10 PM   #6
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Quote:
Originally Posted by Niizandar
Anyway, it has come to my attention that the server capacity has been lowered to a point where it can't even support 30 char clicking.
First world problems up in here.

So when I used to bezz - I'd break it down into partitions of 16 chars at a time max. I would multobox that shi!t and repeat for the next batch.

I would also coordinate with my teammates to make sure lag wouldn't kill us.

At the same time I would watch my mark in heaven who was caught botting and see when he would start bezzing, at that point I'd multibox the **** out of as many chars as possible.

I admit - the last war tactic was very underhanded but all is fair in love and war.
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Old 03-28-2020, 11:43 AM   #7
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We know about the lag that appears when there is significant activity, specifically multiboxing. Unfortunately simply upgrading hardware will not work. The RWK servers use the same hardware as the Nodiatis server, which can handle several thousand players no problem.

The problem is being caused by the method of synchronization we're now using. We started this well over a year ago to prevent bugs which used to plague RWK involving items disappearing or duplicating due to data errors caused by improper syncing. In order to work with RWK's archaic CGI-based server code, we had to implement some code execution and data piping which is inefficient. This was not so noticeable when populations remained low, but with an increase of players lately (currently we're seeing over 100 active chars quite often on both servers) and more multiboxing, it is easy to tell when it is occurring.

The fix will require us to port the entire RWK codeset to a different method of execution - instead of being a standalone executable it will need to run continuously as an injected DLL like Nodiatis. This is a major amount of work, and cannot be completed until other higher priority items are dealt with.
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Old 03-28-2020, 11:48 AM   #8
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Thanks for the info. I'll stop my bitching now.
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Old 03-28-2020, 02:28 PM   #9
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Quote:
Originally Posted by Glitchless
We know about the lag that appears when there is significant activity, specifically multiboxing. Unfortunately simply upgrading hardware will not work. The RWK servers use the same hardware as the Nodiatis server, which can handle several thousand players no problem.

The problem is being caused by the method of synchronization we're now using. We started this well over a year ago to prevent bugs which used to plague RWK involving items disappearing or duplicating due to data errors caused by improper syncing. In order to work with RWK's archaic CGI-based server code, we had to implement some code execution and data piping which is inefficient. This was not so noticeable when populations remained low, but with an increase of players lately (currently we're seeing over 100 active chars quite often on both servers) and more multiboxing, it is easy to tell when it is occurring.

The fix will require us to port the entire RWK codeset to a different method of execution - instead of being a standalone executable it will need to run continuously as an injected DLL like Nodiatis. This is a major amount of work, and cannot be completed until other higher priority items are dealt with.
For the record what are other higher priority items currently?

My S2 partner wants to know but he's too shy to ask/continue bitching.
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Old 03-31-2020, 10:41 PM   #10
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Quote:
Originally Posted by Laughing At Noobs
For the record what are other higher priority items currently?

My S2 partner wants to know but he's too shy to ask/continue bitching.
Obligations outside of the RWK universe.

But, as stated in the announcements, fixing the server lag has now become a priority.
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Probability
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Old 03-31-2020, 11:39 PM   #11
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Quote:
Originally Posted by Glitchless
Obligations outside of the RWK universe.

But, as stated in the announcements, fixing the server lag has now become a priority.
I swear Jeff and team, if this means you're working more on Nodiatis than RWK...I might have to reconsider coming back tomorrow.

As much as it pains me!
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