GrapeshotGames / ServerGridEditor

ServerGridEditor for Atlas
https://playatlas.com/
MIT License
82 stars 140 forks source link

Treasure Maps disappearing upon collection? #65

Open snkanimus opened 5 years ago

snkanimus commented 5 years ago

I am currently running a 5x5 map on a blade server (4 separate nodes). All of the ports have been forwarded, we are able to travel between grids/nodes flawlessly. The in-game map works fine as well. The issue that i am having though is that anytime someone goes to collect a treasure bottle, it either disappears completely and does not show up in the player inventory, or it only gives a map for the grid that person is currently in. I've been racking my brain trying to figure this out but have had absolutely no luck, is there something that i am missing ?

duxck commented 5 years ago

I think this is a problem with if the map is instantiated yet or not.

Make sure you get the quality of the treasure map to show before you press E to pick it up. Sometimes I have the issue where I don't get a map and that is usually because the quality didn't have time to show up, so only have the possibility to interact with the bottle but the map isn't there yet.

snkanimus commented 5 years ago

Tried that, no dice.

snkanimus commented 5 years ago

Oddly enough though, sometimes the quality is not showing up.

smooreace commented 5 years ago

If you can interact with the bottle, but there is no quality appearing, then you obviously have a server performance issue! There is fairly clearly an internal game issue as well that is causing the 'same grid' bottle problem. But none of those has anything to do with the map editor!

On Fri, Feb 15, 2019 at 6:40 AM snkanimus notifications@github.com wrote:

Oddly enough though, sometimes the quality is not showing up.

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snkanimus commented 5 years ago

I HIGHLY doubt it is a server performance issue. The grid is running 2x processors + 96gb of ram per node.

smooreace commented 5 years ago

That has absolutely no bearing on anything! I have an old quad Celeron board that sure as hell won't run Atlas worth a crap!

First.. "per node" implied a VM... which is know to NOT perform well Second, and even more important, is CPU count means nothing if they are too slow. Anything below around 3.2GHz WILL suffer. And even suffer more under any NM!

Before getting blindly defensive you might want to think about the facts surrounding the situation.

Bottles spawn, in all NORMAL situations, will complete information. Even when they are spawned to yourself! There is only one thing that would slow that normally instant process to something other than instant.

If you in-fact are NOT running a VM, and DO have 3GHz+ CPUs then there must be something else going on. but common sense says to eliminate the obvious first!

darkneon2002 commented 5 years ago

Don't forget, he's running a 5x5 grid with only 4 actually server instances using 3rd party software, this might be his issue

smooreace commented 5 years ago

There is no need for ANY "instances". Not sure what you're really going after there. The servers should run perfectly if properly fed. I know of one person 'trying' to run a 7x7 on a Dell R810. The beast has core out the ass! And almost 2x the RAM he needs. But the best CPU that can be put in an 810 is total garbage for running ANY game server! Alternatively, I run 16 grids on an R710 with dual x5690s. Even lightly populated that machine runs at 25-35% CPU and run PERFECTLY! But, it's running at almost 3.5GHz.... properly fed! I would imagine, empty, I could fire up 30 grids and it would never break a sweat! But I won't because I REQUIRE a perfect server!

snkanimus commented 5 years ago

@smooreace I'm not getting defensive, i'm simply stating that i know it is not server performance. I am not using a virtual machine, by "node" i mean a blade within the server chasis. My chips are over 3.2ghz and each shard has 2 of them allocated. The servers are set up as such:

Node 1- A1, A2, A3, B1, B2, B3 NODE 2 - C1, C2, C3, D1, D2, D3

and so on.

snkanimus commented 5 years ago

I'm not even running over 25% ram usage, nor 15% cpu usage with over 20 players in one area.