Movement Issues thread

Old bugs stored here for reference.
Jabantiz
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Re: Movement Issues thread

Post by Jabantiz » Fri Sep 07, 2012 3:05 pm

I have not seen any fast moving pigs or rats, although not even sure where pigs are in the game...

I can look into floats, doubt the speed change will be to noticable though.

As for my current packet issue I have determined it is spawn update packets causing the issue (OP_EQUpdateGhostCmd), while I though I had it narrowed down to just combat there was an issue with movement that even though changing the position and telling it not to send an update it sill got flagged to be sent. I added logging to see how many of these update packets are sent from zone start up to the time the loading screen clears, for queens colony before the movement update fix it was just under 1k packets after it was about 5 packets. Ruins on the other hand was 24k before and about 12-18k after. While I have managed to make the issue less severe, loading into ruins for the first time is still laggy as hell, probably the same as it was before my movement changes.

I have an idea that I hope works to reduce the number of those packets sent but it is related to combat, as far as movement goes I have 1 bug to fix (after combat spawns with a movement loop don't resume the loop) and I think it will be good to go.

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Re: Movement Issues thread

Post by Jabantiz » Fri Sep 07, 2012 8:11 pm

I have commited all my work on movement from the past couple days. I managed to get mobs with a path to resume the path after they were engaged in combat, however it looks like some mobs without a path don't return to the spawn point. I don't believe the mass packets were resulting from combat now but rather the movement when in combat, and mainly returning to restart a movement loop. I have managed to get the lag way down in ruins (the only zone I had this lag in) and while it is not perfect it is better then it was imo.

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Re: Movement Issues thread

Post by John Adams » Sat Sep 08, 2012 1:18 am

Thanks for the update and commit. The movement in and out of combat looks a ton better than it did a few weeks ago!

We (the devs) had upwards of 12 connected clients in varying zones and watched the server performance. On decent server hardware, it ran flawless. On my wee little virtual machine, it kinda choked. But, understand we had 12+ clients, 28 zones running, full DEBUG logging turned on and code running in VS2010 as a debug instance. While my little VM has 4GB RAM, it just wasn't a performance powerhouse :)

However, the physical machine we tried was an i5-2500K 3.3GHz Quad Core proc, 12GB RAM, and an SSD drive running Windows 7 x64. Boo yah! The only machine I love better than this one is my i7 workstation :mrgreen:

Anyway, we're now trying to hash out what we can do to preserve performance moving forward. Someday, we'll have too much content for a single server to maintain, but I expect that's a long ways down the road.

Please get on EQ2TC and test this new code, and let us know how it looks to you.

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Re: Movement Issues thread

Post by alfa » Sat Sep 08, 2012 10:37 am

Jabantiz wrote:although not even sure where pigs are in the game...
In Qeynos Harbaor there is
Fight with me... Or die, like the rest.
J.A. say: "I think Xinux tried to tell me this, but I ignore most things he suggests."

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Re: Movement Issues thread

Post by John Adams » Sat Sep 08, 2012 11:21 am

Jab, I fixed some of the Ruins spawns "speed" in their movement loop. I changed the current value of speed=4 to speed=2, on 'a seasoned defender', and they are now walking fine. I initially reported here that there was warping happening at speed 2, but I think that's because my CPU was getting it's ass pounded 100% during the /reload spawns process.

Any ideas why /reload spawns would be causing such high CPU for over 2 minutes? There aren't that many spawns in The Ruins.

Code: Select all

11:06:42 I Spawn: Loaded for zone 'Ruins' (127):
        304 NPC(s), 28 Object(s), 1 Widget(s)
        13 Sign(s), 36 Ground Spawn(s), 159 Spawn Group(s)
        81 Spawn Group Association(s), 0 Spawn Group Chance(s)
Seems excessive.

The good news, the warping I was seeing at speed=2 have vanished now that CPU is at 2% or so.
eq2tc_cpu.jpg


Edit: Just started the server on my uber box (physical), soon as GM Tess logged in, there was MASSIVE lag. CPU was at 0%. Soon as I landed in game, I was seeing the spawns moving, but warping a little. I did a /settime 8 (because I HATE NIGHT TIME) and it took over 20s for that command to execute. Once everything settled down (loaded?) all is working great tho.


Edit2: Woo... Memory is WAY high on x64. Is this normal? About doubled it looks like.
eq2tc_cpuX64.jpg
Note: I have no Windows Swapfile on this box because it has 12GB ram, so no need. Maybe that's why memory is bloated?
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Jabantiz
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Re: Movement Issues thread

Post by Jabantiz » Sat Sep 08, 2012 12:34 pm

Any ideas why /reload spawns would be causing such high CPU for over 2 minutes? There aren't that many spawns in The Ruins.
No clue, never seen cpu on my end get higher then 40% running eqemu (64 bit release on a core i7 quad core 3ghz) and eqemu itself has never gottent higher then 25% for me.
Edit: Just started the server on my uber box (physical), soon as GM Tess logged in, there was MASSIVE lag. CPU was at 0%. Soon as I landed in game, I was seeing the spawns moving, but warping a little. I did a /settime 8 (because I HATE NIGHT TIME) and it took over 20s for that command to execute. Once everything settled down (loaded?) all is working great tho.
This is the cleint getting hit hard with packets, so much so that it gets bogged down, if you run a command that prints something in the console you will see it hit the server instantly but the client doesn't see the result of the command for a while. On my end the lag was so severe at one point it took 4mins for a command to execute.... so I think it is way better then it was.
Edit2: Woo... Memory is WAY high on x64. Is this normal? About doubled it looks like.
I haven't noticed memory get above 700 mb with 64 release on my machine, although most of my tests were with just 1 zone loaded.

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Re: Movement Issues thread

Post by John Adams » Sat Sep 08, 2012 2:17 pm

Jabantiz wrote:I haven't noticed memory get above 700 mb with 64 release on my machine, although most of my tests were with just 1 zone loaded.
This is just 1 zone (Ruins) loaded. 1.2GB on x64, 512MB on Win32.

To compared, I turned on all 28 zones again and the memory usage is only 500mb higher (1.7GB). Not sure why two of us with almost the exact same hardware would see the same exact code with such dramatic differences in resources.

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Re: Movement Issues thread

Post by John Adams » Sat Oct 20, 2012 11:24 am

Update: Got some odd warping happening. Using the example from my recent crash, I am on the dock in TimDeep, fixing 'a Chrykori guard' who is assigned the 'SpawnScripts/TimorousDeep/aChrykoriguard_patroller2.lua' script, with a movement speed of 3. That is too fast, he is running slow motion (hah) so I set his speed to 2.

Now, he is plodding along at the speed I think he should be walking, but 1/2 way through his trip, he warped to right in front of me.

But, get this... it only happened after his initial spawn, like moving from his spawn point to his FIRST location, soon as he turned around moved to his second, now moving between the 2, there is no warping.

I can actually live with this, since players will likely not be standing right in front of a wandering spawn when the zone starts up. Just letting you know it's happening, in case you have any more ideas.

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Re: Movement Issues thread

Post by Jabantiz » Sat Oct 20, 2012 2:17 pm

Odd, If his script is on content svn I will take a look at it on my server.

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Re: Movement Issues thread

Post by John Adams » Sat Oct 20, 2012 2:27 pm

It is. Only thing I adjusted was the 3's to 2's.

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