[Freeciv-Dev] Re: (PR#5081) huge send buffer
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On Thu, 14 Aug 2003, Christian Knoke wrote:
> Just some remarks:
>
> On Wed, Aug 13, 2003 at 11:08:05PM -0700, kersten@xxxxxxxxxx wrote:
> > On Wed, 13 Aug 2003, Vasco Alexandre da Silva Costa wrote:
> > > On Wed, 13 Aug 2003, Christian Knoke wrote:
> > >
> > > >
> > > > CVS 13 AUG 2003 GTK 1
> > > >
> > > > big game, slow machine, one player client, two observer clients.
> > > >
> > > > at turn done, I kill both observer clients:
> > > >
> > > > Spiel gespeichert als 'carthago+1730.sav.gz'
> > > > >
> > > > 2: Verbindung verloren: peter von localhost (Spieler John A. MacDonald)
> > > > (Beobachter).
> > > > >
> > > > 2: Verbindung verloren: paul von localhost (Spieler Charlemagne)
> > > > (Beobachter).
>
> I killed the client here.
> But has the server really closed the connection at this point?
>
> > > > >
> > > > 2: Verbindung verloren: paul von localhost (Verbindung unvollständig).
> > > > >
> > > > 1: cut connection paul von localhost (Verbindung unvollständig) due to
> > > > huge
> > > > send buffer (2)
>
> It looks as it didn't, couldn't flush the buffer ...
>
> > > Basically, for whatever reason, that client was not receiving fast enough.
> > > We limit the size of the send buffers in order to not waste too much
> > > memory in the server. No, they are not statically allocated.
> > >
> > > ---
> > > Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa
> > >
> >
> > Same with me here: large game, no observers, fast machine, server running
> > on localhost; client takes forever to display the movements of all units.
>
> How fast is your machine?
>
2.66Ghz PIV.
> > In the first part of the move they crawl, then suddenly they speed up. The
> > machine takes 100% CPU. That's a lot. The server disconnects the client
> > almost every turn due to ping timeouts.
>
> Anybody else seeing ping timeouts? I didn't. You refer to CVS version I
> suppose.
Yep.
>
> > Restarting the client from scratch
> > speeds things up, reconnecting from the existing client makes it worse.
>
> *Maybe* related to PR#3769, what i consider a serious bug, and the problem
> also emerges only after 2 or 3 turns?
>
It occurs only in the endgame, with lots of units and a (alomost) complete
vision. Yes, after 2 or 3 tuns I'm back where I started (disconnected).
Just an observation: the AI moves *lots* of units accross its continent in
the crawling stage, and after popup of a still-to-be-filled message
window, things speed up dramaticaly and de AI moves almost all its units
in other directions than before. Seems odd to me.
> > After a few turns the cycle restarts. Memory consumage rises as well. I'm
> > using the GTK 2.0 client.
>
> Memory consumage I see here, too, occasionally, but this is hard to
> quantisize due to virtual memory management.
>
I agree, but the rise is significant (swap 70%, mem 90%). There were no
other applications to address this to.
> > Any clues?
> > --
> > Pieter J. Kersten
> >
>
> Christian
HTH,
--
Pieter J. Kersten
[Freeciv-Dev] Re: (PR#5081) huge send buffer,
kersten@xxxxxxxxxx <=
Message not available
[Freeciv-Dev] Re: (PR#5081) huge send buffer, kersten@xxxxxxxxxx, 2003/08/14
[Freeciv-Dev] Re: (PR#5081) huge send buffer, Vasco Alexandre da Silva Costa, 2003/08/14
[Freeciv-Dev] Re: (PR#5081) huge send buffer, Vasco Alexandre da Silva Costa, 2003/08/16
[Freeciv-Dev] Re: (PR#5081) huge send buffer, John Wheeler, 2003/08/16
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