Open zbhcn opened 2 months ago
AzerothCore rev. unknown 1970-01-01 00:00:00 +0000 (Archived branch) (Win64, Release, Static) Connected players: 0. Characters in world: 260. Connection peak: 1. 服务器运行时间: 47 minute(s) 22 second(s) Update time diff: 76ms. Last 500 diffs summary: |- Mean: 162ms |- Median: 80ms |- Percentiles (95, 99, max): 391ms, 1303ms, 2541ms
AzerothCore rev. unknown 1970-01-01 00:00:00 +0000 (Archived branch) (Win64, Release, Static) Connected players: 0. Characters in world: 260. Connection peak: 1. 服务器运行时间: 48 minute(s) 19 second(s) Update time diff: 96ms. Last 500 diffs summary: |- Mean: 187ms |- Median: 79ms |- Percentiles (95, 99, max): 423ms, 1355ms, 5002ms
服务器运行时间: 53 minute(s) 45 second(s) Update time diff: 1322ms. Last 500 diffs summary: |- Mean: 258ms |- Median: 119ms |- Percentiles (95, 99, max): 525ms, 1837ms, 3447ms
I haven't made any changes to the source code and haven't installed any other mods yet!!!
i got the same problem today, server frozen, no crash and no player disconnects, it stay frozen till manual world restart
It says Unknown 1970-01-01 00:00:00 +0000 (Archived Branch)
so there's no way of knowing what you actually have and there's no guarantee that it's not something on your end causing it.
Edit: It's also compiled in Release, which you shouldn't do. It should always be compiled in RelWithDebInfo and on Windows you should never remove the .pdb
files.
I had it in rev. 9780dbab7e11 world server frozen, auth stuck on 'Connected'
Well, I'm not suffering from it so I don't know what to say. I compiled this about 12 hours ago so I know it's up-to-date.
my code SHA: ef4064cfc1bf19a8732099d94a532d99015bc1d1
well, i updated yesterday and two hours ago. (750 Bots) had some spikes around 3000-4000ms, purged the bots, restart everything seems still fine
12 hours of server freeze, no crash log, no gdb errors, thats it
12 hours of server freeze, no crash log, no gdb errors, thats it
me too,I look forward to the author addressing this issue.
I use the latest version, what I did when the problem occurred, I checked the server's save time, after changing the map I increased the time, another question about freezing I found something about it.
I use the latest version, what I did when the problem occurred, I checked the server's save time, after changing the map I increased the time, another question about freezing I found something about it.
https://github.com/azerothcore/azerothcore-wotlk/issues/18543 - This is the main error of freezer without logs
AiPlayerbot.RandomBotUpdateInterval = 60 AiPlayerbot.RandomBotCountChangeMinInterval = 3600 AiPlayerbot.RandomBotCountChangeMaxInterval = 14400 AiPlayerbot.MinRandomBotInWorldTime = 1800 AiPlayerbot.MaxRandomBotInWorldTime = 21600 AiPlayerbot.MinRandomBotRandomizeTime = 86400 AiPlayerbot.MaxRandomBotRandomizeTime = 604800 AiPlayerbot.RandomBotsPerInterval = 100 AiPlayerbot.MinRandomBotReviveTime = 30 AiPlayerbot.MaxRandomBotReviveTime = 120 AiPlayerbot.MinRandomBotTeleportInterval = 1800 AiPlayerbot.MaxRandomBotTeleportInterval = 7200 AiPlayerbot.RandomBotInWorldWithRotationDisabled = 2592000
AiPlayerbot.MinRandomBots = 70 AiPlayerbot.MaxRandomBots = 100
AiPlayerbot.RandomBotAccountCount = 200
I started monitoring everything and making small changes, some corrections and I was monitoring, server today has zero crashes and zero lag, I hope I helped you.
我开始监控一切并做出小的改变、一些修正和监控,今天服务器没有崩溃,也没有延迟,我希望我能帮到你。
thank you , i will try
AiPlayerbot.RandomBotUpdateInterval = 60 AiPlayerbot.RandomBotCountChangeMinInterval = 3600 AiPlayerbot.RandomBotCountChangeMaxInterval = 14400 AiPlayerbot.MinRandomBotInWorldTime = 1800 AiPlayerbot.MaxRandomBotInWorldTime = 21600 AiPlayerbot.MinRandomBotRandomizeTime = 86400 AiPlayerbot.MaxRandomBotRandomizeTime = 604800 AiPlayerbot.RandomBotsPerInterval = 100 AiPlayerbot.MinRandomBotReviveTime = 30 AiPlayerbot.MaxRandomBotReviveTime = 120 AiPlayerbot.MinRandomBotTeleportInterval = 1800 AiPlayerbot.MaxRandomBotTeleportInterval = 7200 AiPlayerbot.RandomBotInWorldWithRotationDisabled = 2592000
Random bot count
AiPlayerbot.MinRandomBots = 70 AiPlayerbot.MaxRandomBots = 100
Random bot account
AiPlayerbot.RandomBotAccountCount = 200
I'm using it and I can really feel the difference! Thank you very much for the Report.
I found the reason because the robot uses jewelry, just disable this action, modify the Racialsstrategy.cpp China Bank 37 to change to ://new NextAction("use trinket", ACTION_NORMAL + 4)
Er, so that will remove their ability to use trinkets? Seems like it needs to be fixed rather than that capability removed entirely, though I guess until it gets fixed that helps people keep playing for now.
The other fix with adjusting the settings/intervals seemed to have worked for the others, no?
Er, so that will remove their ability to use trinkets? Seems like it needs to be fixed rather than that capability removed entirely, though I guess until it gets fixed that helps people keep playing for now.
The other fix with adjusting the settings/intervals seemed to have worked for the others, no?
Yes, but currently I don't have a better way. This will cause all bots to lose this function.
1 day online without crashes
I use the latest version, what I did when the problem occurred, I checked the server's save time, after changing the map I increased the time, another question about freezing I found something about it.
azerothcore/azerothcore-wotlk#18543 - This is the main error of freezer without logs
Deadlocks doesn't freeze the server, and those are a result of increasing SQL threads for extremely minimal gain (pretty much none).
No issues until updating, experiencing similar issues.
No issues until updating, experiencing similar issues.
@liyunfan1223 Friend, if you can take a look at this high load causing the server to freeze, it happened to me but I solved it by reducing the load in other places.
Whats your memory consumption and cpu when this behaviour happens?
Whats your memory consumption and cpu when this behaviour happens?
it's not high level then
No issues until updating, experiencing similar issues.
@liyunfan1223 Friend, if you can take a look at this high load causing the server to freeze, it happened to me but I solved it by reducing the load in other places.
After implementing your report further up. I managed to greatly reduce the crash. It happened again after starting AddClass and I received a complaint about Delay in Raid. 10N I believe the delay started after excessive use of the attack command. Your suggestion ( https://github.com/liyunfan1223/mod-playerbots/issues/547 ) will partially resolve this abuse of commands!
No issues until updating, experiencing similar issues.
@liyunfan1223 Friend, if you can take a look at this high load causing the server to freeze, it happened to me but I solved it by reducing the load in other places.
After implementing your report further up. I managed to greatly reduce the crash. It happened again after starting AddClass and I received a complaint about Delay in Raid. 10N I believe the delay started after excessive use of the attack command. Your suggestion ( #547 ) will partially resolve this abuse of commands!
It is very rare for it to freeze, sometimes it happens so I am waiting for a solution.
Whats your memory consumption and cpu when this behaviour happens?
On my end, looks like some sort of memory leak. I monitored memory usage - looks like my worldserver boots at about 6GB utilization and gradually increases until it just stops working around 9GB and frees up all the memory. As it does this, update time diff gradually increases as well - server eventually hits 150+ and becomes unplayable.
I don't know the specific reason but it will continue to eat RAM until there's none left. My server was up for about 15 hours and hit 16GB at that point but at about 12 hours it was already at 13GB. This isn't something that happened before, and is probably something recent. Not long ago it was still at 8-9GB after several days of uptime.
It might be related to https://github.com/liyunfan1223/mod-playerbots/pull/514. RandomBotUpdateInterval = 1 may cause RandomPlayerbotMgr to scan all random bots and to execute ProcessBot() too intensively.
If you have this issue, try using the old configuration to see if the problem still occurs:
AiPlayerbot.RandomBotUpdateInterval = 20
AiPlayerbot.RandomBotsPerInterval = 500
or just increase RandomBotUpdateInterval
AiPlayerbot.RandomBotUpdateInterval = 5
AiPlayerbot.RandomBotsPerInterval = 60
Kinda had that feeling it was am resource issue based on behaviours described.
Not entirely sure ive been running those settings for quite a while without any problems. But that being said i am not entirely convinced whether update creates an issue or not. Never noticed till recently. I will try to replicate it with the latest code builds.
It might the case as there is a mem leak introduced somewhere and the update simply speeds up the process? And lowering the value might slow down the OOM but does not mitigate the issue itself?
Agree. The overhead of update should be relatively small, even once per second should not cause the server to get stuck.
I hope to check the running status of the program when frozen occurs, but I cannot reproduce it so far.
I am running ah-bot next to playerbot, 5700x 8 cores assigned to VM with 16GB
Playerbots.conf
AiPlayerbot.MinRandomBots = 3480
AiPlayerbot.MaxRandomBots = 3500
AiPlayerbot.RandomBotMinLevel = 1
AiPlayerbot.RandomBotMaxLevel = 70
AiPlayerbot.RandomBotMaxLevelChance = 0.01
AiPlayerbot.RandomBotFixedLevel = 0
AiPlayerbot.DisableRandomLevels = 0
AiPlayerbot.RandombotStartingLevel = 5
AiPlayerbot.SyncLevelWithPlayers = 0
AiPlayerbot.AutoTeleportForLevel = 1
AiPlayerbot.RandomBotMaps = 0,1,530,571
AiPlayerbot.DisableDeathKnightLogin = 0
AiPlayerbot.BotActiveAlone = 100
AiPlayerbot.EnableRotation = 1
AiPlayerbot.RotationPoolSize = 4000
AiPlayerbot.RandomBotAccountCount = 500
After 30m, i am alrdy heading towards 12GB of memory usage, cant recoil having that amount of usage before. I will keep it running for abit more, then try with static bot amount and disabled rotations. And then try without ah-bot.
Still nothing verified regarding this issue
AiPlayerbot.RandomBotUpdateInterval = 60 AiPlayerbot.RandomBotCountChangeMinInterval = 3600 AiPlayerbot.RandomBotCountChangeMaxInterval = 14400 AiPlayerbot.MinRandomBotInWorldTime = 1800 AiPlayerbot.MaxRandomBotInWorldTime = 21600 AiPlayerbot.MinRandomBotRandomizeTime = 86400 AiPlayerbot.MaxRandomBotRandomizeTime = 604800 AiPlayerbot.RandomBotsPerInterval = 100 AiPlayerbot.MinRandomBotReviveTime = 30 AiPlayerbot.MaxRandomBotReviveTime = 120 AiPlayerbot.MinRandomBotTeleportInterval = 1800 AiPlayerbot.MaxRandomBotTeleportInterval = 7200 AiPlayerbot.RandomBotInWorldWithRotationDisabled = 2592000
Contagem aleatória de bots
AiPlayerbot.MinRandomBots = 70 AiPlayerbot.MaxRandomBots = 100
Conta de bot aleatória
AiPlayerbot.RandomBotContagem de contas = 200
I did some tests with the new configuration. After 1 day and 10 hours the worldserver Online. There was a lot of delay and it was necessary to restart. It started with 3.5/6.0 GB of Memory and after 1 Day and 10 Hours the memory was already being consumed at 5.9/6.0 GB.
Executing the '.playerbot rndbot init' command doesnt show any instability which invokes the initialize process of bots where most of numbers are being used. Not even when forcing the update all at once, nor i see any movement in the memory footprint while doing those actions.
There are a lot variables in the config which impacts the memory footprint e.g.
PreloadAllNonInstancedMapGrids = 0
SetAllCreaturesWithWaypointMovementActive = 0
DontCacheRandomMovementPaths = 1
The MapGrids for example by default are initialized by lazyloading which basically means the mapGrid will only be loaded into memory when there is reason too. The activity of bots are e.g. being spread over the maps while cause more sections being loaded into the memory. Nevertheless i see memory growing bit by bit, i cant rlly relate the behaviour to interval timings other then maybe the speed in which the mem footprint is growing.
ps: when the memory is maxed out the server doesnt necessary crash, it simply might start acting strange like some spells might stop casting, disconnect and not being able to connect again, very high server latency, or simply the server crashes etc.
I cant quite explain nor i really have the skillset to profile the runetime against the memory usage :(
It might be related to #514. RandomBotUpdateInterval = 1 may cause RandomPlayerbotMgr to scan all random bots and to execute ProcessBot() too intensively.
If you have this issue, try using the old configuration to see if the problem still occurs:
AiPlayerbot.RandomBotUpdateInterval = 20 AiPlayerbot.RandomBotsPerInterval = 500
or just increase RandomBotUpdateInterval
AiPlayerbot.RandomBotUpdateInterval = 5 AiPlayerbot.RandomBotsPerInterval = 60
Increased RandomBotInterval from 1 to 5. Appeared to work at first, server still hung after about 2 hours. This time, not even max utilization. It was only pulling about 6GB and hung.
I've noticed the same issue. In addition, there is input lag that appears when in group with any bots while doing trivial quest, grinding or even disenchanting. I have tried disabling random bots, and resetting random bots to no avail.
I don't think this is new to the latest updates though. I noticed it after updating the core and mod about month or two ago.
I have experienced this on both Linux(mint) and windows 10. I am starting a clean Linux server to ensure nothing else may be causing the issues.
If by input lag you mean that a spell isn't cast when you press it but has a delay to it that's because the server is lagging. The same goes for all actions that are processed by the server. Look at the update diff and it should show a high value.
My diff. 70 Bots
That's really high, is it that high after a restart too? I see this is after over a day. Oh I see from previous comments that you have 6 GB RAM? You really need 16 GB to run azerothcore without RAM-related issues, with or without playerbots.
Even if the requirement is 16GB. I didn't run this Delay a while ago, I used 200 Bots without Delay. But now with 50 Bots it has a Delay after a certain time online.
If by input lag you mean that a spell isn't cast when you press it but has a delay to it that's because the server is lagging. The same goes for all actions that are processed by the server. Look at the update diff and it should show a high value.
You are correct! My update times are almost a mirror image of yours. This started a while ago. I use to run 1500 bots without a problem. Now, even with random bots disabled I have this lag. It does appear to be minimal so long as I don't bring my alt playerbots online.
That's very weird. I have no issues running the bots, although I only have max bot count set at 500 since I don't need more than that. I'll try bumping it up to see what happens.
I'll leave this running for a little bit but at least on startup it's very stable even with this many bots. The update diff is increased because I'm actually over the limit on what this CPU can handle and I can see the cores worldserver uses are capped or near capped.
AiPlayerbot.MinRandomBots = 1900
AiPlayerbot.MaxRandomBots = 2000
AiPlayerbot.RandomBotMinLevel = 1
AiPlayerbot.RandomBotMaxLevel = 70
AiPlayerbot.RandomBotFixedLevel = 0
AiPlayerbot.SyncLevelWithPlayers = 0
AiPlayerbot.AutoTeleportForLevel = 1
AiPlayerbot.RandomBotMaps = 0,1,530,571
AiPlayerbot.BotActiveAlone = 100
AiPlayerbot.EnableRotation = 1
AiPlayerbot.RotationPoolSize = 3000
AiPlayerbot.RandomBotAccountCount = 500
2/3 hours and the worldserver is OOM with 16GB. With the latest code at this time.
Version on September 19. However, after the server runs for a certain period of time, approximately 15 minutes later, the response time of .server info changes from 10 milliseconds to more than 50 milliseconds and becomes increasingly sluggish. After one hour, all players are completely frozen,but not crash