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What causes huge server load during large fights?

Author
Suchosh
Caldari Provisions
Caldari State
#1 - 2014-04-05 20:36:49 UTC
Hello,

can anybody who knows it (developer or player) tell me, what causes server load in large fights? I did some math about number of "connections" between ships (I mean keeping track of distances between them, transversals etc...). I'm almost sure I did it right (heh), so for 3000 subjects like drones and ships, it's 4 500 000 of those "connections".

Informations about speeds, transversals etc. update every second. If you multiply this number (4 500 000), by number of instructions needed to calculate those informations (I have no idea about exact number. It's really hard to tell so i will stick with probably very underrated 250), you get number of instructions processor must execute every second. For this particular example the number is huge - about 1.1 bil instructions.

So am I right, that just calculating this takes tens of percent of processor usage? I'd like to have my idea confirmed/disqualified by any of developers before I write another post with my terrible English.

Suchosh
ShahFluffers
Ice Fire Warriors
#2 - 2014-04-05 22:44:40 UTC
The long and short of it is that EVE's architecture was made back in 2004 using Stackless Python. Since single core processors were the "norm" back then and it was assumed that CPUs would be faster in the future, the coding was designed around that.

Fast forward to now... the code is still "single threaded" (meaning it will only use one core on a multi-core CPU) and the DEVs have to learn and revise legacy code made by people who are not around anymore (and did not document things properly).

And no... they can't get better hardware than what they have right now. If I recall correctly, they are using a decommissioned military supercomputer to run EVE (I'm not joking).
S'totan
Republic Military School
Minmatar Republic
#3 - 2014-04-05 22:52:05 UTC
Lots of people cause the server load.
Nariya Kentaya
Ministry of War
Amarr Empire
#4 - 2014-04-06 03:25:28 UTC  |  Edited by: Nariya Kentaya
ShahFluffers wrote:
The long and short of it is that EVE's architecture was made back in 2004 using Stackless Python. Since single core processors were the "norm" back then and it was assumed that CPUs would be faster in the future, the coding was designed around that.

Fast forward to now... the code is still "single threaded" (meaning it will only use one core on a multi-core CPU) and the DEVs have to learn and revise legacy code made by people who are not around anymore (and did not document things properly).

And no... they can't get better hardware than what they have right now. If I recall correctly, they are using a decommissioned military supercomputer to run EVE (I'm not joking).

No no no, It's a supercomputer salvaged from the wreckage of the last Supervillain hideout hidden inside their volcano.


More in line with the OP.

The server has to track several things EVERY SECOND (hereafter referred to as a tick). every tick of the server it processes what characters are in space, what their skills are, what ships they are in, what modules are in their ships, what ammo they are shooting, and then their speed/direction/distance from EVERY OTHER SHIP in the same space.

It must do this INDIVIDUALLY every tick, in a program structure that only supports doing 1 thing at a time.

This is why the N+1 problem becomes evident so quickly in EVE, because of all that information having to be tracked, and thats just the basic stuff, theres tons of other things the server is tracking that are battle-relevant every second that contributes.

Basically, If Im remembering right, 1 person in space server does one thing, 2 people in space it does 4, 3 it does 9, etc, quickly QUICKLY becoming an issue with 2000+ in system (and the servers have managed to survive up to 4000 with TIDI, which slows down ingame speed so the server can perform more calculations inbetween each tick).
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#5 - 2014-04-06 03:28:35 UTC
Nariya Kentaya wrote:
ShahFluffers wrote:
The long and short of it is that EVE's architecture was made back in 2004 using Stackless Python. Since single core processors were the "norm" back then and it was assumed that CPUs would be faster in the future, the coding was designed around that.

Fast forward to now... the code is still "single threaded" (meaning it will only use one core on a multi-core CPU) and the DEVs have to learn and revise legacy code made by people who are not around anymore (and did not document things properly).

And no... they can't get better hardware than what they have right now. If I recall correctly, they are using a decommissioned military supercomputer to run EVE (I'm not joking).

No no no, It's a supercomputer salvaged from the wreckage of the last Supervillain hideout hidden inside their volcano.

Do you want Skynet?
Because that's how you get Skynet.
Nariya Kentaya
Ministry of War
Amarr Empire
#6 - 2014-04-06 03:31:12 UTC
scorchlikeshiswhiskey wrote:
Nariya Kentaya wrote:
ShahFluffers wrote:
The long and short of it is that EVE's architecture was made back in 2004 using Stackless Python. Since single core processors were the "norm" back then and it was assumed that CPUs would be faster in the future, the coding was designed around that.

Fast forward to now... the code is still "single threaded" (meaning it will only use one core on a multi-core CPU) and the DEVs have to learn and revise legacy code made by people who are not around anymore (and did not document things properly).

And no... they can't get better hardware than what they have right now. If I recall correctly, they are using a decommissioned military supercomputer to run EVE (I'm not joking).

No no no, It's a supercomputer salvaged from the wreckage of the last Supervillain hideout hidden inside their volcano.

Do you want Skynet?
Because that's how you get Skynet.

POSs already have a tendency to shoot their owners and allies, it's Skynet having target practice for the day CCP eventually plugs it into the rest of the internet.
Suchosh
Caldari Provisions
Caldari State
#7 - 2014-04-06 08:07:29 UTC
Well... I'm quite interested in "Battle mode" idea.

When TiDi of the system exceeds certain level, Battle mode starts. This will cause that everyone, who doesn't really care about transversals etc., will be excluded from process of calculating those informations. There should be ofcourse some kind of switch in settings, that allows FCs to turn calculating on.

There will be calculations just between you and something you're targeting, as they are mandatory for shooting etc.

This should decrease processor usage by 90% or even more and still don't screw sandbox, because everyone will be able to see transversal velocity if he wants (Lets be honest, 99% of the people in blob warfare doesn't care. It's all about clicking your broadcast history.).

It will be a lot work to do, but it might help to decrease TiDi a bit.

Suchosh
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#8 - 2014-04-06 08:41:56 UTC
Suchosh wrote:
Well... I'm quite interested in "Battle mode" idea.
There will be calculations just between you and something you're targeting, as they are mandatory for shooting etc.

That's what the server does already, the transversal is done locally based on ship motions until you shoot.
Ralph King-Griffin
New Eden Tech Support
#9 - 2014-04-06 09:41:40 UTC
Kaerakh
Obscure Joke Implied
#10 - 2014-04-06 16:01:35 UTC
HiddenPorpoise wrote:
Suchosh wrote:
Well... I'm quite interested in "Battle mode" idea.
There will be calculations just between you and something you're targeting, as they are mandatory for shooting etc.

That's what the server does already, the transversal is done locally based on ship motions until you shoot.


I'm pretty sure that's incorrect. CCP keeps as many gameplay operations as possible out of the client in order to limit the possibility of illegitimate tampering.
Velicitia
XS Tech
#11 - 2014-04-06 17:45:19 UTC
Suchosh wrote:
Well... I'm quite interested in "Battle mode" idea.

When TiDi of the system exceeds certain level, Battle mode starts. This will cause that everyone, who doesn't really care about transversals etc., will be excluded from process of calculating those informations. There should be ofcourse some kind of switch in settings, that allows FCs to turn calculating on.

There will be calculations just between you and something you're targeting, as they are mandatory for shooting etc.

This should decrease processor usage by 90% or even more and still don't screw sandbox, because everyone will be able to see transversal velocity if he wants (Lets be honest, 99% of the people in blob warfare doesn't care. It's all about clicking your broadcast history.).

It will be a lot work to do, but it might help to decrease TiDi a bit.

Suchosh


"Transversal" is only relevant to parties that you:

A. Have locked and are actively shooting at
B. Are on grid with you if you have the angular velocity column active

Having 100 people in system and on grid only means that the server is telling you the following info:

- Pilot(s) are blue/red
- Pilot(s) are flying from x1,y1,z1 to x2,y2,z2
- Pilot(s) are yellow-boxing you
- Pilot(s) are yellow-boxed by you
- Yellow-boxed pilot(s) have Armor/Shield/Hull HP
- your own status, including but not limited to HP, targeting range, resists, weapon range, tracking, sig rad, weapon sig res.

Soon as guns go hot, then the game starts calculating transversal (because it's used in the weapon hit math), but only for the target(s) that you're actively shooting.

And then there are all the drones that people will start spamming ...

Granted, it's also doing this for the 99 other people, not to mention re-working things as they change (e.g. incoming reps, incoming cap, incoming neuts, incoming damage ... and displaying it out to everyone who needs to see it).

Now, it's also tracking more than one grid/system ... and more than one system / server (unless Jita or hardened node or CCP starts kicking off the less-used systems to give resources to the fighting system).

Really the worst thing for the system is dealing with people coming in (gates, bridges, cynos) and going out (podding ... and all the other things too ... but mostly podding).

Note the above is grossly simplified ... but for the purposes of discussion, as right as can be inferred from the devblogs about TiDi and everything else.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Hesod Adee
Perkone
Caldari State
#12 - 2014-04-06 20:04:58 UTC
Kaerakh wrote:
HiddenPorpoise wrote:
Suchosh wrote:
Well... I'm quite interested in "Battle mode" idea.
There will be calculations just between you and something you're targeting, as they are mandatory for shooting etc.

That's what the server does already, the transversal is done locally based on ship motions until you shoot.


I'm pretty sure that's incorrect. CCP keeps as many gameplay operations as possible out of the client in order to limit the possibility of illegitimate tampering.

Those local calculations don't get sent back to the server. The only thing they are used for is showing them on your overview. So the only thing that could be done by altering the calculations is to make your own overview show incorrect data.

Making it a safe calculation to do on the client. Just like all the client-side graphics processing.
Hesod Adee
Perkone
Caldari State
#13 - 2014-04-06 20:05:58 UTC
Velicitia wrote:
Soon as guns go hot, then the game starts calculating transversal (because it's used in the weapon hit math), but only for the target(s) that you're actively shooting.

It probably only calculates it on the ticks where the guns fire. Because that's the only tick where it matters.
Daichi Yamato
Jabbersnarks and Wonderglass
#14 - 2014-04-06 20:49:13 UTC
i think i read ppl clicking on their mods a lot was a problem as well lol

the CSM 8 minutes touched upon it. said something about mods, i wasnt reading that with a great amount of attention

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Velicitia
XS Tech
#15 - 2014-04-06 23:35:58 UTC
Hesod Adee wrote:
Velicitia wrote:
Soon as guns go hot, then the game starts calculating transversal (because it's used in the weapon hit math), but only for the target(s) that you're actively shooting.

It probably only calculates it on the ticks where the guns fire. Because that's the only tick where it matters.



Yeah, it runs the specific calc for the specific player once every ... what 4 ticks or so ...


But every tick, it still has to check stuff like "yes, the guns are still partway thru their cycle" or "oh wait, no their cycle got shortened" or "no, he lost his ganglinks, now I have to re-work all the things".

Essentially, it goes from "bad" to "really friggin bad" pretty quick.

Although, assuming a normal fight - it's not necessarily the guns and stuff that ruins the server, but rather the loads of people getting on grid or jumping into system -- moving the characters across nodes is (IIRC) the most taxing part of the game.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Kaarous Aldurald
Black Hydra Consortium.
#16 - 2014-04-07 00:30:37 UTC
Name me another MMO that can even consider having more than a thousand people in the same general area without crashing multiple servers.

Within their limitations(which are not inconsiderable), they're freaking miracle workers.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Nevyn Auscent
Broke Sauce
#17 - 2014-04-07 00:45:34 UTC
Kaarous Aldurald wrote:
Name me another MMO that can even consider having more than a thousand people in the same general area without crashing multiple servers.

Within their limitations(which are not inconsiderable), they're freaking miracle workers.

Having seen ESO personally with 400+ on 'grid' and it handling it, they 'might' just get to over 1000.
On the other hand, that's a brand new on the market MMO with a design focus to enable large scale 'open world' PvP and using a server system that almost certainly takes some of it's inspiration from how EVE functions given they similarly are advertising about being a mega server.

And their PvP zones hard cap at 2000 people max across the entire zone.

With no true 3D movement, no calculations for angular momentum, and far shorter combat ranges.

So yea, EVE is a miracle of MMO's with their tech so far.
Kaarous Aldurald
Black Hydra Consortium.
#18 - 2014-04-07 00:54:23 UTC
Nevyn Auscent wrote:
Kaarous Aldurald wrote:
Name me another MMO that can even consider having more than a thousand people in the same general area without crashing multiple servers.

Within their limitations(which are not inconsiderable), they're freaking miracle workers.

Having seen ESO personally with 400+ on 'grid' and it handling it, they 'might' just get to over 1000.
On the other hand, that's a brand new on the market MMO with a design focus to enable large scale 'open world' PvP and using a server system that almost certainly takes some of it's inspiration from how EVE functions given they similarly are advertising about being a mega server.

And their PvP zones hard cap at 2000 people max across the entire zone.

With no true 3D movement, no calculations for angular momentum, and far shorter combat ranges.

So yea, EVE is a miracle of MMO's with their tech so far.


Oh, yeah, I forgot that dirt pile had launched, hadn't it?

I give it 120 days before it goes free to play. ESO might have much better tech behind the servers, but the game itself is one of the worst designed things I have ever played, and I even used my press credentials to get into the beta from a very early point.

They spent all their time on the style, and none on the substance.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Alundil
Rolled Out
#19 - 2014-04-07 01:41:28 UTC
Pilots piloting.

I'm right behind you

Nariya Kentaya
Ministry of War
Amarr Empire
#20 - 2014-04-07 03:19:06 UTC
Alundil wrote:
Pilots piloting.

>pilots
>in eve

technically no, pilot in the sense your 1 man controlling the whole ship, but the smallest ship is still bigger than a 747.

just figured id go ahead and point that out before ANYONE mentioned a "fly your ship" idea.
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