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| Modification Suggestions This is where you can suggest a modifcation to RunUO! |
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#1 (permalink) |
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Master of the Internet
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some hopefully simple but usefull suggestions:
1) if the scripts are cached, also skip the verifying, since they where verified before - will save a few moments on start up of shards with lots of custom scripts 2) a setting to show warning, but not stop because of them? not sure if possible, but to have it show all warning generated, but still compile and run this is usefull, because even though your script may have compiled, could have warning in it 3) a setting of "forced cache" - i.e. even if no scripts present or script changes, it will not try to compile, but use the cached dill's instead also good with #1 above this can be very usefull, specialy for those scripting on the same machine as the server is, that they know there is problems with the scripts, but need to do a restart or for remote servers - so if they are hacked, scripts can not be had, just the dll's and if i remember right, the dll's do not work right if not compiled by that same "runuo.exe" file (had that come up by accident when copying over files from one machine to the other) so basicaly the dll's do them no good (can copy scripts up - run once to get dll's, set to force cache, and delete scripts, and hacker safe) 4) maybe some backwards compatability i.e. you change the way something is called keep old method also, setting it up to do the new way of calling from it (can place in warniong about it being an older method also maybe? - work great with #2 above) I know now - this may be hard to put in for older stuff, but at least for newer stuff might be good 5) have a way to modify the "time out" when compiling i.e. it is a default to about 9 or 10 minutes i believe well testservers many times do not have the power to compile the scripts up real fast, and hitting that time limit happens a lot - specialy if some windows/antivirus/etc function kicks in while it is going on, and steals 2 minutes from it 6) not sure if possible - but a "quick compile" setting it would stop before ferivy and say if good or bad what this does is use the cache and try compiling only new or changed scripts in this would be usefull for quick script checking to see if any "syntax" errors, etc but can not be used "live" because was not a full compiling, and other parts may not interact fully with it, until full compiling thanks fro looking at these, hope you do not laugh to hard at them and maybe use 1 or 2 of them
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:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) |
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#2 (permalink) | ||
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 35
Posts: 3,852
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I like #2 the other's just require patients.
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Just a Simple Staff Tool You can leave me messages. Ernest Gary Gygax - Quote "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else." |
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#3 (permalink) |
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Master of the Internet
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#5 does not deal with patients, it deals with limiting how much you can compile because of the .net "running out of time"
and as for patients, many deal with players patients which we can not controll lolbut it is also as i noted out on a couple, also for security reason too so in case of hacking, some one else can not use your hord work for themselves and #3 has nothing to do with patients you have a crash or restart, and a few scripts in there not completed yet, so it will not compile the shard will be right back up rememebr many many shard owners do not have multiple machines to work with so testing & running are done on same system (i used to fall into that catagory)
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:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) Last edited by Lord_Greywolf; 03-21-2008 at 05:47 PM. |
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#4 (permalink) |
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Forum Expert
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@Lord_Greywolf
Are you using my new Versioning system? Not sure if you saw the latest downloads. I have versions for 1.0, 2.0 SVN, and 2.0 RC2. If you need one for another specific SVN level, I can make one for you also. The new LV system allows you to use .CS extensions, and gives you up to 5 folders to place your new custom scripts. New scripts can compile separately, so cached content can load very fast. |
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#5 (permalink) |
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Master of the Internet
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i am all ready using a modified one of the WB system that includes others as well
if you are tralking about # 4 & 5 #4 is like when they changed the spell system around, to make it so the old ones will still work, just issue warnings to update and for #5 can only ad so much into the other ones if stuff is aded into crafting menues, loot drops, etc, or new champ spawns with new monsters, etc -- then they have to be in "main" section and it can take a while to compile then
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http://www.AoAUO.com
:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) |
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#7 (permalink) |
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Master of the Internet
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unfortunitly - many of my customs also drop as loot (or at least the tools do - and if the tool does, then needs to be in main section also) so they have to be in main section
and like i sai - i have many custom champion spawns, and then those monsters have to be in main section also but running a 2.2 ghz machine with 2 gig ram - i have it down to ajust under 7 minutes now for the time it takes to compile main section if nothing else is running (i.e. it get 100% cpu for it) but if i have something else running to - so it bounces around about 50% give or take - sometimes it goes over the limit and runs out of time earlier today, i just shave off a big chuck by changing some stuff around, an what used to be 175k memory (watchiong csc go) an them jumping to 184 an being finished is now down to 142k and 151k and about 6 minutes only - so that will help too but i know many many people have slower machines to work on, and being able to adjust that time would help alot special;y if they are running in debug moe - boy then does it take longer to compile
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http://www.AoAUO.com
:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) |
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#8 (permalink) |
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Forum Novice
Join Date: Jan 2003
Location: Rochester NY
Age: 27
Posts: 208
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Edit: Old post I know, but it was on the front of the topic page, so please don't flame for my bump.
While the following doesn't really address the changes mentioned, a 7 minute startup is obscene. Even in a fully spawned world with a few dozen custom scripts, my server load time is about 25 seconds. And that's on my old server: 1.2Ghz with 1Gb RAM. That system is dedicated to running servers, so there's not much competing for resources, and much of my speed can be attributed to that, but even still... Here's what I do. Let's begin by altering your process priority: Free, Easy, Very effective Right click the shortcut to the RunUO server, and choose properties. Change the target to: C:\Windows\System32\cmd.exe /c start /high C:\RunUO\RunUO.exe and "Start in" to this: C:\Windows\System32 That should have doubled your speed. IM software will hijack your thread priority, so disable them or the setting will only last a few minutes. This should massively reduce world saves as well. Allocated Memory Heaps: Free, not too hard, a little effective. Many people advocate allotting memory with a heapsize argument from the prompt (XP and Vista only), but the server doesn't require too much, so the results from that are negligable. This can't be done if starting in a high priority mode from a shortcut (you'd allocate memory to cmd.exe, not server), so you'd have to write a batch file for it. Not really worth your time unless you really need to squeeze every last bit of preformance out of it. RAMDISK Execution: Free, pain in the ass, very effective in some circumstances Load your server to a RAM Drive on system startup, and execute from there to reduce disk access times. Especially useful if your sending server stats to a website in realtime, accessing XML files from within scripts etc, as it completely eliminates the disk read/write latency. Don't forget, any changes made have to be copied back to the hard disk before shutdown or they will be lost. Batchfiles on startup and shutdown can do that for you easily. Still, I tend to forget to copy back my modifications, and that's not an option here. SolidState Flash: May cost a bit, easy, effective for busy servers with lots of people Alternatively, run your server from flash memory if you think disk access is the bottleneck (not likely, but try it). This only works from quality flash memory, not the 1GB for $1.99 USB drives. USB drives will work well for this if they're FAST, so look at reviews before getting one if you go this route. Cheap ones never cut it, but if you've got a good one it's worth a try. I like the Kingston HyperX drives. They're a bit pricey for the capacity, but ungodly fast in the world of USB flash memory. The real advantage to this shows when you have 50+ players on your shard at a time. Also great for running fast web servers. If you've got deep pockets, SSDs are better still, but at $300 for 30GB, the USB comes close enough. Hope that helps.
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•¤•¤•Arkryal •¤•¤• |
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#9 (permalink) | |
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Master of the Internet
Join Date: Dec 2005
Age: 20
Posts: 12,927
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best bet is high speed scsi drives. (like the 15K RPM ones UOGamers uses) But I really doubt disc access speed will be the biggest bottleneck... |
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#10 (permalink) | |
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Forum Novice
Join Date: Jan 2003
Location: Rochester NY
Age: 27
Posts: 208
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Also, old flash memory used to read/write each bit from the same location. Newer memory is smarter. If there is free room on the drive (it requires about 15% free) it will attampt to move clusters of frequently accessed bits to infrequently used areas of the physical disk. Also worth noting is the majority of changes that occur on a server can take place in RAM and changes don't necissicarily need to be written back to the physical disk, or are only saved periodically. This ofcouse depends on how the server is written. I haven't even looked at the RunUO Source, so I may be speaking beyond my level of experience. Basically, Servers built for speed with a large capactity for simutanious users tend to opporate in system memory most of the time. This means they take a ton of RAM and a dedicated server is usually necessisary. Servers complied for smaller users bases or lower system requirements would have frequent disk writes to ensure data integrity. I suspect RunUO is the latter, favoring security and and lower requirements over fast speed with high requirements. But that's just speculation on my part, if anyone more familiar with server source would like to correct me, I welcome their input. Also, while I love my SCSI drive, a 10kRPM SATA II will out benchmark it unless your RAID them. While the SCSI has a 1.5x faster rotation speed, SATA has a 2x greater bit density. That means it (potentially) reads twice as many bits per rotation, even while moving at 2/3 the rotational speed. This assumes bits are arranged contiguously. So a quality SATA drive should theoretically see about a 13% increase in speeds. SCSI however has othe driver controls allowing for on-the-fly defragmentation, error checking etc. SATA can do these things, but typically with greater system overhead. Both ofcourse require software to do this, but most packages are under $100 now, and there's always a torrent... For my money, it's a wash. They breakeven over standard usage, so save a few hundred bucks and go with SATA.
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•¤•¤•Arkryal •¤•¤• |
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#11 (permalink) | ||||
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Master of the Internet
Join Date: Dec 2005
Age: 20
Posts: 12,927
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I'm talking about today's flash storage
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#12 (permalink) | |||
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ConnectUO Creator
Join Date: Jan 2004
Age: 27
Posts: 4,824
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What a stupid statement.... of course they are contiguous..... Quote:
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To be honest, I would only go with SATA II because of the money, and the fact you do not need a 3rd party controller. Othere than this, SCSI is always faster because everything about SCSI is hardware driven. It is a tried and true technology that has rarely been beaten or discredited. The other fact about SCSI drives is they are Enterprise Drives (What does this mean..... It means they have been through more QA then the average drive and are built with the intention to be beaten on at full load 24/7)
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Jeff Boulanger ConnectUO - Core Developer Want to help make ConnectUO better? Click here to submit your ideas/requests Use your talent to compete against other community members in RunUO hosted coding competitions If you know XNA (even if its just a little) or are a good artist(2d or 3d) and are interested in making games for a hobby send me a pm or drop by #xna in irc.runuo.com. I'm looking to put together a small game development team. Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO |
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#13 (permalink) | ||
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Forum Novice
Join Date: Jan 2003
Location: Rochester NY
Age: 27
Posts: 208
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96 writes to a sector per day with a limitation of 300,000 writes yields about 10 years of usage, so I say it's a non-issue.
However, I will concede on the other points, you've definitely done your homework. Good to see people here with a real background and enthusiasm for technology. I usually have to spell everything out, it's good to see some people here just "get it" without further explanation. You're right about wear leveling, it has a maximum potential of prolonging the life of about 15% of the media, doesn't really do much. If you'd push it to it's limits anyway, 15% is nothing, if you wouldn't it doesn't matter. It really is a marketing word more than a technology, so I'll agree with that. Quote:
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•¤•¤•Arkryal •¤•¤• Last edited by Arkryal; 08-07-2008 at 07:51 PM. |
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#14 (permalink) | |
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ConnectUO Creator
Join Date: Jan 2004
Age: 27
Posts: 4,824
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Jeff Boulanger ConnectUO - Core Developer Want to help make ConnectUO better? Click here to submit your ideas/requests Use your talent to compete against other community members in RunUO hosted coding competitions If you know XNA (even if its just a little) or are a good artist(2d or 3d) and are interested in making games for a hobby send me a pm or drop by #xna in irc.runuo.com. I'm looking to put together a small game development team. Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO Last edited by Jeff; 08-07-2008 at 07:51 PM. |
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#15 (permalink) |
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Forum Novice
Join Date: Jan 2003
Location: Rochester NY
Age: 27
Posts: 208
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I was referring to wear leveling on solidstate media. I have no background in mechanical disks, so I can't say anything about that. In solidstate, it's a joke. The gains are almost significant with massive arrays of drives. With SSDs you would typically just RAID5 it. On the industry level the cost is acceptable. In home, a little overkill.
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•¤•¤•Arkryal •¤•¤• |
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