Post by realmaster42 on Apr 8, 2017 15:09:55 GMT 2
Hello everyone.
Since the first event I have emailed PlayerIO and they took days to reply.
Now that they have, they said we had two major problems that were causing this.
On the 2nd April, kubapolish spammed 500 worlds as you know. Thanks to that, the CPU usage has been outraging and broke the game. The PlayerIO's free plan server can't handle so much pressure.
On the other days, it was cause CPU usage was outraging due to server loopholes etc.
I need to fix them, and find them.
I sent:
They replied:
I will be looking forward into this.
This is my last reply whose I got no answer as of yet:
As I said, I will be looking forward into this issue so I can patch most CPU consuming issues.
I hope you understand!
Have fun,
realmaster42
Since the first event I have emailed PlayerIO and they took days to reply.
Now that they have, they said we had two major problems that were causing this.
On the 2nd April, kubapolish spammed 500 worlds as you know. Thanks to that, the CPU usage has been outraging and broke the game. The PlayerIO's free plan server can't handle so much pressure.
On the other days, it was cause CPU usage was outraging due to server loopholes etc.
I need to fix them, and find them.
I sent:
Hello.
I am emailing because I am concerned about my game.
Using the PlayerIO Game Cluster, no rooms are being created, as of today morning and still didn't stop.
Please help me, nobody is able to play my game "Every Build Exists".
Please fix it.
(P.S.: I need to know how to import the json tables into real tables, if you could tell me about that I would appreciate.)
Thanks,
realmaster42
They replied:
Hey,
Your game has been placed in our observation cluster, because it is behaving weirdly:
1) You seem to have very spiky BigDB access patterns, for example, on Apr 2nd, you had 20 people online at peak, but you did 16 million BigDB loads that day, which is almost ten times as many as your game does in a normal day. Does your game get stuck in an infinite retry loop? You can use the API Sampler in the PlayerInsight section to try and debug your game in realtime to see what it actually does.
2) Your game is consuming way too much CPU on the multiplayer server, which is what caused you to get errors on room creation. Do you have too many timers? Are you accidentally starting a very large amount of timers? Do you have some sort of schedulecallback loop that spins out of control?
For your json exports of your tables, we unfortunately don't have a tool to write them back to BigDB. You have to write your own where you parse the json, and transform into DatabaseObjects that you write with a client library.
/Henrik
I will be looking forward into this.
This is my last reply whose I got no answer as of yet:
Hey, thanks for answering!
1) You seem to have very spiky BigDB access patterns, for example, on Apr 2nd, you had 20 people online at peak, but you did 16 million BigDB loads that day, which is almost ten times as many as your game does in a normal day. Does your game get stuck in an infinite retry loop? You can use the API Sampler in the PlayerInsight section to try and debug your game in realtime to see what it actually does.
Well, this happened because unfortunately some "friendly" player made a bot and spammed rooms. I already patched it since then, however the CPU usage of that date has been recorded already. Basically the bot was a console bot with a:
"while (true) { guestClient.Multiplayer.CreateJoinRoom(...) }
This has been patched as I said before, restricting room creation per IP for 5 worlds.
2) Your game is consuming way too much CPU on the multiplayer server, which is what caused you to get errors on room creation. Do you have too many timers? Are you accidentally starting a very large amount of timers? Do you have some sort of schedulecallback loop that spins out of control?
About this I am not sure what is causing it, however I'll take a look at it. Thanks for alarming me about this issue! :)
About Json, I am really nooby at json, and I would love to have an import tool in PlayerIO.
Thanks for answering!,
realmaster42
As I said, I will be looking forward into this issue so I can patch most CPU consuming issues.
I hope you understand!
Have fun,
realmaster42