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Solution

Posted:
Thu Mar 06, 2008 3:20 pm
by oggiss
So the solution of the server problems is not having the entire game log?
Re: Solution

Posted:
Thu Mar 06, 2008 3:24 pm
by lord voldemort
oggiss wrote:So the solution of the server problems is not having the entire game log?
its a database prob not server
this is a quick fix...read announcements...just before me and whump argue
approx 3 pages back

Posted:
Thu Mar 06, 2008 3:29 pm
by Dekloren
I bet if we freed Tabasco, everything would be okay!

Posted:
Thu Mar 06, 2008 3:42 pm
by gdeangel
Does it seem likely to anyone else that the problem is more likely driven by freestyle games than by speed games?
If you have a single active user, the game logs are going to have nice easy intermittent db writes based on human time it takes to make sequential moves. During that time, the read routine updates all the other players...
If you are in freetyle, you can have a hickup where the read query takes longer to pull than the post which just arrived from a simultaneous player move... and voila, database crashes.
If you imagine that there might be quite a few 8-player freestyle games that from time to time coincide, with every player attempting to make as many moves as they can in a short time, and get "real time" info on what moves the other guys made (i.e., refresh-refresh-refresh), that seems like the most likely max-out situation.
Thoughts???

Posted:
Thu Mar 06, 2008 4:21 pm
by detlef
gdeangel wrote:Does it seem likely to anyone else that the problem is more likely driven by freestyle games than by speed games?
If you have a single active user, the game logs are going to have nice easy intermittent db writes based on human time it takes to make sequential moves. During that time, the read routine updates all the other players...
If you are in freetyle, you can have a hickup where the read query takes longer to pull than the post which just arrived from a simultaneous player move... and voila, database crashes.
If you imagine that there might be quite a few 8-player freestyle games that from time to time coincide, with every player attempting to make as many moves as they can in a short time, and get "real time" info on what moves the other guys made (i.e., refresh-refresh-refresh), that seems like the most likely max-out situation.
Thoughts???
This seems like a reasonable conclusion (though I don't know dick about these sorts of things). However the logic seems sound.

Posted:
Thu Mar 06, 2008 4:56 pm
by lord voldemort
thats the server prob. the database is the one with the info....cc is running out of space...hence its trying to solve this issue. its simply the magnitde of the site growing and the number of games being played

Posted:
Thu Mar 06, 2008 5:55 pm
by pimphawks70
Dekloren wrote:I bet if we freed Tabasco, everything would be okay!
and norse

Posted:
Thu Mar 06, 2008 6:21 pm
by oVo
The entire game log is still there when you need it.
CLICKY CLICKY!