Descriptive Problem Summary:
A picture holds 1000 words. The servers with 14 - 15% CPU are stuck. I have to run kill -1 on them to shut them down. The reason why they don't go to 100% is because I limit their CPU for this very reason. Running SIGUSR1 (reboot) or 2 (diagnostic) does not work and SIGSEGV doesn't even shut it down, let alone give a report. Runing SIGHUP is the only option, apparently. Regardless, I couldn't get a single report on the matter after trying to investigate it for 3 days so far.
Numbered Steps to Reproduce Problem:
Run a game in threaded mode.
Expected Results:
It shouldn't hit their CPU limit.
Actual Results:
It hits their CPU limit.
Does the problem occur:
-Every time? Or how often? No set time, it seems. I don't keep an eye on them 24/7 but I do check it daily and everyday I see at least one that has this issue that is only in threaded mode.
-In other games? Yes, of course.
-In other user accounts? Linux. No such thing. Haha.
-On other computers? It never happened on my previous server. But, that was because I never upgraded to the latest version of BYOND. I was previously on 506.1245 and everything was easy peezy lemon squeezy.
When does the problem NOT occur?
When games don't run in threaded mode, which I will now force to happen. However, I can't say for sure that it's only threaded games that do this. After all, I haven't done thorough experimentation.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
506.1245 (I never touched .1246 by the way)
Workarounds:
Run the game in threads off.
ID:1644985
Aug 3 2014, 7:12 am
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I had this issue too if i had map-threads enabled the CPU would sit at 100% for no reason turn it off and its fine.
also it would normalize if a player joined but if it was empty with map threads 100%. |
I got a successful backtrace, finally.
Sun Aug 3 12:05:28 2014 |
That looks like an issue in the game's code more than anything wrong with BYOND.
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In response to Mloc
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Mloc wrote:
That looks like an issue in the game's code more than anything wrong with BYOND. Yes, because 10 other games don't matter. *sarcasm* There are multiple games involved. Not just 1 game. |
Threading is horribly, horribly broken on Linux. It'd be a miracle if I could even start my (SS13) server on it, if it doesn't crash during the game, or at the game's ending.
I suggest not using it, at least not until someone picks the work back up and makes it an useful, non-broken addition to BYOND.. Beside this, Mloc seems to have a point, all of your errors that eventually result in a crash seem to be game-related.. (And not CPU related) |
I would advise disabling threading until we return to it. The web server protocol fortunately is much more accommodating to a multithreading implementation, so we'll resume there after it's in beta.
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Have you tried it without map-threads?