Server coding/population cap

Started 22 Oct 2018
by Everz
in Ask the Team
I'll be rather blunt straight off the bat, before the hype train starts going for myself, I'm generally intrigued as to whether the issue which is plagued all DAoC emulation coding, that of a high population making the coding (and the server unstable), as is common knowledge, only one server managed to eliminate this issue by years of reverse coding to effectively re-engineer the initial DoL emulation (which is incomplete). Has this issue been amended? Although action is available, the server hasn't had a large stress factor of say a 1000 consistently connected users yet, and it's this that remains a query for me.

Subsequently, my final question, would there be a server population cap which would lead to long waiting queues within primetime?
Wed 28 Nov 2018 11:10 PM by Stimmed
Pretty sure this has been looked into. They had a test with thousand's of bot pallys on the server doing chants etc.

They also peaked to 900 odd in the beta so far and there was no issues.
Thu 29 Nov 2018 12:48 AM by gruenesschaf
Lots of work went into performance / optimizations and most of the networking has been rewritten by now, at least anything concerning common packets. All numbers are with local connections, actual players might show different results but it should still be good to give a general idea. The local connections are paladins chanting every x seconds.

Last year around this time the server would flop over with 1500 connected or around 300 - 400 in visible range of each other, whichever happened first, playability for everyone started to get impacted at around half that.

Around February I did the first performance pass, after that it started to degrade after 3k connected or around 600 in visible range of each other and died with 3.5 connected or 700 in visible range. Since then a couple minor optimizations came that increased that by around 10% and in general all code changes since had performance in mind.

Earlier in November I did another performance / optimization pass with the goal to be lazy to avoid having to write a queue at all, with some intentional dynamic degradation based on connected player count, this starts to kick in at 3k connected and at first won't be noticeable but as more people connect the degradation will start to become noticeable, starting at around 5k connected it might start to impact rvr, pve should still be perfectly fine however but with a small yet noticeable delay.

The current maximum locally before it becomes unplayable is this:




We will likely launch with a soft cap that we can increase while the server is running to monitor the effects.

Another thing that impacted this but actually a lot more is getting things in a radius around some position, that's used super extensively as every active mob has to check for vicinity aggro, every ae spell has to get its targets, every action / effect / message has to be sent to players in a radius. That part is now around 10x - 50x faster than last year and no longer allocating at all.
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