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Thread Statistics | Show CCP posts - 24 post(s) |
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CCP Dolan
C C P C C P Alliance
748
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Posted - 2013.12.03 15:29:00 -
[1] - Quote
Check out some math and numbers that make me feel dumb, and make the server feel great with CCP Prism X's new Dev Blog. CCP Dolan | Community Representative
Twitter: @CCPDolan
Gooby pls |
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2115
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Posted - 2013.12.03 15:30:00 -
[2] - Quote
First! (now to read) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |
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CCP Prism X
C C P C C P Alliance
1386
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Posted - 2013.12.03 15:36:00 -
[3] - Quote
I hear this guy listens to really stupid music (NSFW) which is probably indicative of his cognitive capacity. Probably not worth reading this! @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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CCP Explorer
C C P C C P Alliance
1872
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Posted - 2013.12.03 15:40:00 -
[4] - Quote
I'm more scared and scarred of his pictures. Not the pictures in this devblog though, they are safe. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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Weaselior
GoonWaffe Goonswarm Federation
5615
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Posted - 2013.12.03 15:40:00 -
[5] - Quote
I have a concern. As you point out, this system means that ajacent systems tend to share the same physical hardware.
Doesn't that massively increase the chances of spillover tidi in nullsec battles: i.e. our staging system is overloaded so every system next to it is overloaded, massively increasing the pain in the ass to leave? Or the system the fight is in is massively overloaded, causing all systems around it to be massively overloaded as well making it a giant pain in the ass to get there? "I can hire one-half of the working class to kill the other half." |
Fix Lag
Federal Navy Academy Gallente Federation
587
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Posted - 2013.12.03 15:48:00 -
[6] - Quote
The stuff outlined in the devblog certainly is some cool shit. But as Weaselior said, sticking adjacent systems all on the same node penalizes subcapitals traveling between gates when massive fights are going on. |
Oh Takashawa
Body Count Inc. Pandemic Legion
4
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Posted - 2013.12.03 15:48:00 -
[7] - Quote
Weaselior wrote:I have a concern. As you point out, this system means that ajacent systems tend to share the same physical hardware.
Doesn't that massively increase the chances of spillover tidi in nullsec battles: i.e. our staging system is overloaded so every system next to it is overloaded, massively increasing the pain in the ass to leave? Or the system the fight is in is massively overloaded, causing all systems around it to be massively overloaded as well making it a giant pain in the ass to get there? Let's take it one step further - let's say I'm an alliance with huge numbers that doesn't want to commit to fighting in some situation. I can simply go *nearby* under this model, causing massive tidi and suffering for my opponents, without ever actually engaging in a figth. Or I can bridge huge piles of reinforcements somewhere nearby, slowing down the constellation enough to buy me much more time to form, reducing or eliminating the target's ability to extract and giving me more leeway to be slow at forming.
And all this, impacting thousands of players in EVE's biggest wars, to avoid inconveniencing a few ratters on the other side of EVE every now and then. Seriously? |
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CCP Prism X
C C P C C P Alliance
1387
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Posted - 2013.12.03 15:50:00 -
[8] - Quote
Weaselior wrote:I have a concern. As you point out, this system means that ajacent systems tend to share the same physical hardware.
Doesn't that massively increase the chances of spillover tidi in nullsec battles: i.e. our staging system is overloaded so every system next to it is overloaded, massively increasing the pain in the ass to leave? Or the system the fight is in is massively overloaded, causing all systems around it to be massively overloaded as well making it a giant pain in the ass to get there?
If your fighting system is reinforced that shouldn't be an issue. This is also no more of an issue than it used to be, and now the TiDi you create in your staging systems will at least not be affecting players on the other side of the universe who have nothing to do with your pew pew.
And of course more nullsec nodes mean smaller pockets grouped together. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Oh Takashawa
Body Count Inc. Pandemic Legion
4
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Posted - 2013.12.03 15:53:00 -
[9] - Quote
CCP Prism X wrote:Weaselior wrote:I have a concern. As you point out, this system means that ajacent systems tend to share the same physical hardware.
Doesn't that massively increase the chances of spillover tidi in nullsec battles: i.e. our staging system is overloaded so every system next to it is overloaded, massively increasing the pain in the ass to leave? Or the system the fight is in is massively overloaded, causing all systems around it to be massively overloaded as well making it a giant pain in the ass to get there? If your fighting system is reinforced that shouldn't be an issue. This is also no more of an issue than it used to be, and now the TiDi you create in your staging systems will at least not be affecting players on the other side of the universe who have nothing to do with your pew pew. And of course more nullsec nodes mean smaller pockets grouped together. Ok, but that also means that by staging near my enemies and having more numbers than them, I can basically permanently annoy my enemies purely by undocking, or just having lots of people around. Or I can lag out their staging, keeping them from logging in reinforcements, purely by having dudes of my own jumping out. There's all kinds of **** I can do, while on the other side of the universe, where there's no war, whole nodes will be dedicated to supporting a dozen systems populated by 20 dudes ratting. |
Muscaat
EVE Markets
51
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Posted - 2013.12.03 15:53:00 -
[10] - Quote
Love these behind-the-scenes techy dev blogs. Thanks Prism X! |
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Fix Lag
Federal Navy Academy Gallente Federation
587
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Posted - 2013.12.03 15:54:00 -
[11] - Quote
CCP Prism X wrote:[quote=Weaselior]and now the TiDi you create in your staging systems will at least not be affecting players on the other side of the universe who have nothing to do with your pew pew.
But I want horrible, mindless mission runners slaving away in some corner of highsec to suffer as I do through massive fleet fight lag: sharing the experience of nullsec warfare one extra slow tick at a time. |
Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
101
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Posted - 2013.12.03 15:54:00 -
[12] - Quote
CCP Prism X wrote:If your fighting system is reinforced that shouldn't be an issue. This is also no more of an issue than it used to be, and now the TiDi you create in your staging systems will at least not be affecting players on the other side of the universe who have nothing to do with your pew pew. Pretty much all recent important battles actually happened as escalations upon escalations. So those systems are never reinforced. These seems a little bit stupid, although the first idea is actually pretty good. Shadoo > whoever was the first nyx on grid Shadoo > THANK GOD YOU ARE A SMART MAN and fitted the best tank in PL Shadoo > (ie. cyno) |
Weaselior
GoonWaffe Goonswarm Federation
5616
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Posted - 2013.12.03 15:55:00 -
[13] - Quote
CCP Prism X wrote:If your fighting system is reinforced that shouldn't be an issue. This is also no more of an issue than it used to be, and now the TiDi you create in your staging systems will at least not be affecting players on the other side of the universe who have nothing to do with your pew pew. And of course more nullsec nodes mean smaller pockets grouped together. The bolded part concerns me. It makes a certain amount of sense to avoid inconveniencing the three people in some system in Solidude for reasons they don't understand, sure. However it also makes a great deal of sense when you have a cluster of systems expected to be used heavily to offload the issues caused in those systems to unused systems in buttfuck nowhere as a sort of heat sink - it seems to me that it is better to be inconveniencing three ratters in Solitude because of 1000 people in nullsec than doubly inconveniencing those 1000 people in nullsec. "I can hire one-half of the working class to kill the other half." |
GeeShizzle MacCloud
390
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Posted - 2013.12.03 15:56:00 -
[14] - Quote
exceptional work there Prism! hopefully tidi will be spread in a more understandable manner and the cluster pre-mapper will act in a more elegant way!
<3 |
Kimimaro Yoga
The Praxis Initiative Gentlemen's Agreement
28
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Posted - 2013.12.03 15:56:00 -
[15] - Quote
The many systems with massive lag in one area problem is semi-solveable by simply buying more regular not-crazy-expensive servers, and thus reducing the total # of systems per server. While I hate crawling through tidi to get to a fight, well on the one hand it is fairer if everyone traveling to a fight is getting there at the same speed. Minimizing the chances of one fleet traveling without tidi while their opponents are crushed by it. And on the other hand... taking gates is for poor people anyways. Get more titans. :P
Unrelated question for Prism X: Why is it that the Empire nodes have so much more peak traffic than the nullsec systems? Is this to compensate for the occasional extreme swings in nullsec load (huge unexpected fights) that have no highsec equivalent, or something else? http://imageshack.us/photo/my-images/24/0dbl.jpg -á-á-áJoin The War Today! |
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CCP Prism X
C C P C C P Alliance
1387
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Posted - 2013.12.03 15:57:00 -
[16] - Quote
There seems to be an image missing there right now and some problem with our CDN. Hopefully that will get resolved soon, but it's why there's no "visualization" for the splitting process. Just a table of stats. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Oh Takashawa
Body Count Inc. Pandemic Legion
6
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Posted - 2013.12.03 15:58:00 -
[17] - Quote
Kimimaro Yoga wrote:Unrelated question for Prism X: Why is it that the Empire nodes have so much more peak traffic than the nullsec systems? Is this to compensate for the occasional extreme swings in nullsec load (huge unexpected fights) that have no highsec equivalent, or something else? I'm gonna guess higher average population, higher traffic, higher market activity - more of everything, on average, than most nullsec systems. |
Aquila Sagitta
Blue-Fire
110
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Posted - 2013.12.03 16:01:00 -
[18] - Quote
How is this being applied to wh systems? Blue-Fire Best Fire |
GeeShizzle MacCloud
390
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Posted - 2013.12.03 16:03:00 -
[19] - Quote
Weaselior wrote:CCP Prism X wrote:If your fighting system is reinforced that shouldn't be an issue. This is also no more of an issue than it used to be, and now the TiDi you create in your staging systems will at least not be affecting players on the other side of the universe who have nothing to do with your pew pew. And of course more nullsec nodes mean smaller pockets grouped together. The bolded part concerns me. It makes a certain amount of sense to avoid inconveniencing the three people in some system in Solidude for reasons they don't understand, sure. However it also makes a great deal of sense when you have a cluster of systems expected to be used heavily to offload the issues caused in those systems to unused systems in buttfuck nowhere as a sort of heat sink - it seems to me that it is better to be inconveniencing three ratters in Solitude because of 1000 people in nullsec than doubly inconveniencing those 1000 people in nullsec. I don't mean to criticize the work you've done here - this all looks extremely impressive. I'm just concerned that it's assumptions on nullsec battles are not correct and may wind up creating more inconvenience overall in certain situations.
afaik from the dev blog it wont work exactly as you would say. if your staging close to a hostiles staging then upon downtime when the server runs a new premapping it may identify the staging systems as load hotspots and could well at the last splitting to discrete servers decide to split your staging and the hostiles staging to different servers.
if u plan on changing alliance / coalition staging once every day after downtime then i guess you could still grief in your original way.
Prism... the pre-loader to split the cluster load runs every downtime right? |
Koban Agalder
Future Corps Sleeper Social Club
27
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Posted - 2013.12.03 16:05:00 -
[20] - Quote
So where WH ends in this big colorfull picture ?
We had experienced some TiDi recently :P Hopefully this last way of nullbears affecting WH will be solved! James Arget for CSM 8!-áhttp://csm.fcftw.org-á |
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Berluth Luthian
Meltdown.
135
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Posted - 2013.12.03 16:06:00 -
[21] - Quote
With the new warp speed changes, has the inter-node velocity of players increased on average? IOW, if we have interceptor wolf-packs loading grids at 2-3x the rate as before, would they be stressing the system in new ways?
1) How is the 'regionality' of wormhole space determined? I can't tell if it is on your chart?
2) Presumably with upcoming expansions we are getting 'new space'. Do you anticipate that this space will have similar proximity issues, or will it not necessarily be as well traveled or as relatively 'local' as current systems? Are you building your balance model to compensate for this new space when it comes? Let's say for example, we have to invest both time and resources in order to locate these new systems. Then let's say that in order to get to them you have to have a looong initial warp time (lightyears > hours) with a normal warp engine. I can conceive that this would be the kind of space, like wormholes, in which fights would escalate VERY quickly. Enemy fleets would have to be ready to escalate immediately after their long warping 'anchor' ship arrives in system and before it is detected. |
Borachon
GoonWaffe Goonswarm Federation
13
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Posted - 2013.12.03 16:07:00 -
[22] - Quote
"Hey, look, we reinvented load balancing by recursive bi-section!": http://www.netlib.org/utk/lsi/pcwLSI/text/node253.html
Seriously, though, load balancing/graph coloring/graph partitioning has been researched by the high-performance computing community for literally decades, as well as in the data center and cloud computing environment more recently. As a result, there's a huge body of work, both in terms of publications and source code, that you could draw on here instead of having to rediscover the issues yourselves. As another starting point (outside of netlib, linked above, or google scholar), the Zoltan project out of Sandia National Labs has dealt with this issue head-on, and includes implementations of lots of different load balancing algorithms. It even includes a Python interface... |
Grarr Dexx
Snuff Box
299
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Posted - 2013.12.03 16:07:00 -
[23] - Quote
Looks like a whole load of baloney! Us lowsec residents have been suffering from utterly ridiculous amounts of tidi, in sub-100 man fights or even moving thirty people ten gates. If you did do this rebalancing act, you sure seemed to have forgotten the systems between 0.5 and 0.0. |
Rob Crowley
State War Academy
258
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Posted - 2013.12.03 16:08:00 -
[24] - Quote
I think I know why they had you rewrite the blog: All the pictures look like stuff my cat throws up. And only 1 out of 8 is reasonably pink! You better go ask Punkturis how it's done.
Other than that: nice blog, interesting sheet. |
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CCP Prism X
C C P C C P Alliance
1388
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Posted - 2013.12.03 16:10:00 -
[25] - Quote
Wormholes do not need to be split by proximity. There's no sense of locality or proximity in WH space so they just get a very dumb but efficient method applied to them.
However I reduced the number of nodes running WH space. We've added a few back, apparently I should look at adding more before the weekend.
Sorry
Edit: Yes this distribution is remade every startup. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Weaselior
GoonWaffe Goonswarm Federation
5623
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Posted - 2013.12.03 16:10:00 -
[26] - Quote
GeeShizzle MacCloud wrote: afaik from the dev blog it wont work exactly as you would say. if your staging close to a hostiles staging then upon downtime when the server runs a new premapping it may identify the staging systems as load hotspots and could well at the last splitting to discrete servers decide to split your staging and the hostiles staging to different servers.
if u plan on changing alliance / coalition staging once every day after downtime then i guess you could still grief in your original way.
Prism... the pre-loader to split the cluster load runs every downtime right?
This may or may not work for larger-scale wars. It's actually much more important that the system intelligently infer from node reinforcement requests I think when it comes to nullsec battles, because that's a much better indication of where the people with the most information expect the most load - and from those points you can infer spillover load (ok, these three points are to be reinforced: it follows from there that the surrounding systems are likely to see heavy traffic as well).
It does not solve the escalation problem, where a battle that was not pre-planned causes its lag to be exponentially increased because the fight and all surrounding systems are on the same node as people try to get in. Yes, many people titan-bridge in or cyno in, but many people will also be taking the gates from nearby systems. Because surprise load in nullsec tends to be strongly correlated with surprise load for every adjacent system, it's not good for a node that expects to have a quiet day to have all of those systems. That ensures that when a suprise asakai breaks out, that only one or two nodes at most are stressed. Were the nodes in nullsec more randomly allocated, you'd tend to see the fight on one node and each surrounding system on a different node, spreading the load.
This is why the idea of clumping together nearby systems on the same node doesn't make sense to me. The choice being made here seems to be avoiding inexplicable lag (the three ratters in solitude going why the **** is my system lagged) by increasing actual lag. I don't really understand why that tradeoff is being made. "I can hire one-half of the working class to kill the other half." |
Efraya
Dissident Aggressors Mordus Angels
240
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Posted - 2013.12.03 16:10:00 -
[27] - Quote
Interested and well thought out Devblog CCP PrismX.
WSpace; Best space. |
Kimimaro Yoga
The Praxis Initiative Gentlemen's Agreement
28
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Posted - 2013.12.03 16:11:00 -
[28] - Quote
Speaking of reducing the number of systems per server... now that your node mapper is making tidy clusters, could you use it to reduce the tidi in systems around declared "need to reinforce" nodes?
What I'm thinking is a temporary bump up to the load fingerprint in say, all systems within three jumps of a system that's been requested to be reinforced. You know the neighboring systems will be heavily hit as well. So the reinforce request would automatically kick up the fingerprint of nearby systems, and the premapper would allocate to them more server power for that one day. Since the capacity would be drawn from basically the entirety of the rest of New Eden, you could quite effectively improve the gameplay in the systems surrounding a reinforced node without causing much trouble at all for anyone else. The worst case scenario would be that some slightly overloaded server would cause just a teeny bit of tidi during peak hours. http://imageshack.us/photo/my-images/24/0dbl.jpg -á-á-áJoin The War Today! |
Lipbite
Express Hauler
1536
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Posted - 2013.12.03 16:11:00 -
[29] - Quote
First paragraph is very interesting to read, last phrase describes the rest ("you get frustrated"). |
R0ze
GK inc. Pandemic Legion
12
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Posted - 2013.12.03 16:12:00 -
[30] - Quote
How long till CCP puts each solarsystem at least on one physical core?
I mean with systems like HP Moonshot / also Intel announcing Knights Landing you could literally do that in a single server rack (with 7800 cpu cores or so). |
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GeeShizzle MacCloud
390
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Posted - 2013.12.03 16:12:00 -
[31] - Quote
CCP Prism X wrote:Wormholes do not need to be split by proximity. There's no sense of locality or proximity in WH space so they just get a very dumb but efficient method applied to them. However I reduced the number of nodes running WH space. We've added a few back, apparently I should look at adding more before the weekend. Sorry Edit: Yes this distribution is remade every startup.
they dont have to deal with the load bearing requirements of hundreds of fighter bombers so im sure they'll be fine Prism! |
Koban Agalder
Future Corps Sleeper Social Club
27
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Posted - 2013.12.03 16:13:00 -
[32] - Quote
CCP Prism X wrote:Wormholes do not need to be split by proximity. There's no sense of locality or proximity in WH space so they just get a very dumb but efficient method applied to them. However I reduced the number of nodes running WH space. We've added a few back, apparently I should look at adding more before the weekend. Sorry Edit: Yes this distribution is remade every startup. We thought that we sometimes and on the same node as some nullsec systems. WH alone is rather not possible to generate TiDi (at least untill every single one corp in WH finds connection to other active WH corp and make small skirmish/siege :P) James Arget for CSM 8!-áhttp://csm.fcftw.org-á |
Marcus Arelios
Brave Newbies Inc. Brave Collective
0
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Posted - 2013.12.03 16:15:00 -
[33] - Quote
This was a pretty amazing dev blog and it is for this reason that I love EVE above all other games. (well one of the many reasons). I love how open the developers are with how they solve issues. Now if I can just find a way to apply this to our load balancing at my office.... |
mynnna
GoonWaffe Goonswarm Federation
2483
|
Posted - 2013.12.03 16:16:00 -
[34] - Quote
Grarr Dexx wrote:Looks like a whole load of baloney! Us lowsec residents have been suffering from utterly ridiculous amounts of tidi, in sub-100 man fights or even moving thirty people ten gates. If you did do this rebalancing act, you sure seemed to have forgotten the systems between 0.5 and 0.0.
So I'm going to quote you so you can't edit out the part where you look silly, and then quote the devblog that explains why you look silly.
Quote:We're hoping to have this code out by tomorrow Wednesday, December 4th. Member of the Goonswarm Economic Warfare Cabal |
Freelancer117
So you want to be a Hero
93
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Posted - 2013.12.03 16:20:00 -
[35] - Quote
So you started with the assumption CPU cores (reffered to as "nodes" hereafter) like Capitalism,
and found out secretly they prefer CPU core Socialism. welcome to the Node Party comrades
Eve rule no.1: The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
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Alphax45
ISKoholics ISKoholics Center of Rehabilitation
32
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Posted - 2013.12.03 16:20:00 -
[36] - Quote
My brain hurts...
Good work CCP (I think) :P :D |
Annreida Kautsuo
Lego Legion Labs
0
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Posted - 2013.12.03 16:21:00 -
[37] - Quote
Yummy real-world problem solving using sound theory of computing knowledge!
Thanks for dusting off neurons in my brain that need to be used more often! |
GeeShizzle MacCloud
390
|
Posted - 2013.12.03 16:22:00 -
[38] - Quote
mynnna wrote:Grarr Dexx wrote:Looks like a whole load of baloney! Us lowsec residents have been suffering from utterly ridiculous amounts of tidi, in sub-100 man fights or even moving thirty people ten gates. If you did do this rebalancing act, you sure seemed to have forgotten the systems between 0.5 and 0.0. So I'm going to quote you so you can't edit out the part where you look silly, and then quote the devblog that explains why you look silly. Quote:We're hoping to have this code out by tomorrow Wednesday, December 4th.
also just saying that the phrase used being 'empire systems' would most likely refer to both high and lowsec systems, as im fairly certain all of the 4 main factions have lowsec areas. if you consider the area u fly in as being non-empire i suggest looking at the logos on the station toolbar next time you're docked up. |
seth Hendar
I love you miners
257
|
Posted - 2013.12.03 16:29:00 -
[39] - Quote
Grarr Dexx wrote:Looks like a whole load of baloney! Us lowsec residents have been suffering from utterly ridiculous amounts of tidi, in sub-100 man fights or even moving thirty people ten gates. If you did do this rebalancing act, you sure seemed to have forgotten the systems between 0.5 and 0.0. +1000; having a tidi spike because i undock a 10 men bantam fleet is ridiculous.
forget about making 5 jumps with them.....
currently i tend to play less and less, because 80% of the tie tidi kicks in ever 2 minutes, usually to 50%, often even lower.
while it is ok to happen sometimes, i don't even play on weekend anymore, i don't even log, i know it will be tidi 50% every 2 minutes while the whole constellation as not even 100 pilots in it.....that's ridiculous |
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CCP Explorer
C C P C C P Alliance
1873
|
Posted - 2013.12.03 16:35:00 -
[40] - Quote
Aquila Sagitta wrote:How is this being applied to wh systems? It isn't. Solarsystems that are not geographically connected (WH systems) and non-solarsystem services are loadbalanced differently. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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Berluth Luthian
Meltdown.
135
|
Posted - 2013.12.03 16:35:00 -
[41] - Quote
So could people do node-fu like they do grid-fu and warp around to try and map a node in order to use that information for more...nefarious...purposes? |
GeeShizzle MacCloud
390
|
Posted - 2013.12.03 16:36:00 -
[42] - Quote
Prism is it possible to put hard barriers for the pre-loader to stop connecting low and null sec systems together on one node? does this happen already?
when remapping systems from an overloaded node to another can a low and null system end up on the same node after tomorrow? |
Starbuck05
The Mjolnir Bloc B O R G
59
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Posted - 2013.12.03 16:37:00 -
[43] - Quote
my brain is hurting from trying to decypher all of that ... i got nothin -á- I am the commanding officer , u should adress me as sir ! -á- But if i call u sir , what would i call your wife then ?? |
Berluth Luthian
Meltdown.
135
|
Posted - 2013.12.03 16:39:00 -
[44] - Quote
CCP Explorer wrote:Aquila Sagitta wrote:How is this being applied to wh systems? It isn't. Solarsystems that are not geographically connected (WH systems) and non-solarsystem services are loadbalanced differently.
So does this mean that there are systems that are non-wh, non-solar systems? This further satisfies my theory that our new systems could be in the folds between known space in the dangerous pockets of spacetime like "The Vapor Sea". |
Dom Roland
Butlerian Crusade Special Circumstances Alliance
0
|
Posted - 2013.12.03 16:39:00 -
[45] - Quote
This is cool stuff and its good to hear about the technical details. I hope your next job is some performance mods so that tidi doesn't kick in as much! |
Vincent Athena
V.I.C.E.
2327
|
Posted - 2013.12.03 16:39:00 -
[46] - Quote
This all looks good. It will be interesting to see what happens to TQ when you turn this on. (I'll set a long skill).
Where is dynamic re-mapping effort these days? Where are other efforts to reduce server load by improved algorithms, allowing a node to get the same results with less CPU? http://vincentoneve.wordpress.com/ |
Vincent Athena
V.I.C.E.
2327
|
Posted - 2013.12.03 16:43:00 -
[47] - Quote
Berluth Luthian wrote:CCP Explorer wrote:Aquila Sagitta wrote:How is this being applied to wh systems? It isn't. Solarsystems that are not geographically connected (WH systems) and non-solarsystem services are loadbalanced differently. So does this mean that there are systems that are non-wh, non-solar systems? This further satisfies my theory that our new systems could be in the folds between known space in the dangerous pockets of spacetime like "The Vapor Sea". Non-solarsystem services are things like portrait distribution, character sheet, in-station stuff (CQ is not run on the same node as space) and so on. http://vincentoneve.wordpress.com/ |
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CCP Explorer
C C P C C P Alliance
1873
|
Posted - 2013.12.03 16:43:00 -
[48] - Quote
GeeShizzle MacCloud wrote:mynnna wrote:Grarr Dexx wrote:Looks like a whole load of baloney! Us lowsec residents have been suffering from utterly ridiculous amounts of tidi, in sub-100 man fights or even moving thirty people ten gates. If you did do this rebalancing act, you sure seemed to have forgotten the systems between 0.5 and 0.0. So I'm going to quote you so you can't edit out the part where you look silly, and then quote the devblog that explains why you look silly. Quote:We're hoping to have this code out by tomorrow Wednesday, December 4th. also just saying that the phrase used being 'empire systems' would most likely refer to both high and lowsec systems, as im fairly certain all of the 4 main factions have lowsec areas. if you consider the area u fly in as being non-empire i suggest looking at the logos on the station toolbar next time you're docked up. Yes, empire refers to high and low security space together. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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Artimis Scout
Wormhole Cartography
46
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Posted - 2013.12.03 16:44:00 -
[49] - Quote
That Dev Blog scared and confused me. I don't know if I should bow down before you or burn you guys for witchcraft. |
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CCP Explorer
C C P C C P Alliance
1873
|
Posted - 2013.12.03 16:44:00 -
[50] - Quote
Berluth Luthian wrote:CCP Explorer wrote:Aquila Sagitta wrote:How is this being applied to wh systems? It isn't. Solarsystems that are not geographically connected (WH systems) and non-solarsystem services are loadbalanced differently. So does this mean that there are systems that are non-wh, non-solar systems? Polaris is such a system. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Prism X
C C P C C P Alliance
1388
|
Posted - 2013.12.03 16:52:00 -
[51] - Quote
GeeShizzle MacCloud wrote:Prism is it possible to put hard barriers for the pre-loader to stop connecting low and null sec systems together on one node? does this happen already?
when remapping systems from an overloaded node to another can a low and null system end up on the same node after tomorrow?
Currently Nullsec is split off from Empire Space (High and Low). That's a change we did a long time ago and was covered in my first draft of this blog. That was however about three times the size of this one, without pictures. So yeah we could so that, but we don't.
There's probably a case to be made for their load fingerprint being different due to different player behaviour. But as it stands they get lumped in with high-sec. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Jessica Danikov
Clan Shadow Wolf Fatal Ascension
141
|
Posted - 2013.12.03 17:04:00 -
[52] - Quote
Dev Blogs like this make me reconsider my current job... sounds like you guys have fun problems to work on. |
BigSako
Burning Napalm Northern Coalition.
94
|
Posted - 2013.12.03 17:14:00 -
[53] - Quote
First of all: Great Dev Blog!
Second: I'm sure you probably heard that 1000 times now, but here it is:
Staging systems should be on separate nodes. E.g: NCdot staging in GXK should be on a DEDICATED node (doesnt have to be a super reinforced node, but a dedicated node with nothing else on it), same for N3 Staging I-N, PL staging BPK, SOLAR Staging, DD Staging, Sendaya, Doril, etc...
You can a) contact the alliance leaders or give them a way to identify their staging systems so they are NEVER ever in bad shape b) do it with an algorithm that checks for average pilots docked in the last 24 hours
Right now I have seen our staging system linked together with another staging system and we constantly had 10% tidi in both systems (all we do is undock and warp to titan...) - so THAT is completely stupid.
A lot of fights happen in staging systems too, so tidi is to expected.
Third: Not sure if that is possible, BUT every system with a reinforcement timer (IHUB, Station, POS) should be identified and CCP should have a team looking at these systems and sorting the nodes for possible fights. E.g: Most timers in Immensea and Catch will cause fights and TIDI because THAT is where the fight is on at the moment.
Fourth: Lowsec nodes are laggy. Very laggy. Probably because of Crime Watch. Not sure how to fix that, but I wanted to raise the issue again. |
Ashterothi
Aideron Robotics
171
|
Posted - 2013.12.03 17:17:00 -
[54] - Quote
So does that mean that the live test event was success after all? Aideron Robotics is hiring for the Gallente Federation war effort! https://www.aideronrobotics.com/wiki/Applying |
Altrue
Exploration Frontier inc
731
|
Posted - 2013.12.03 17:17:00 -
[55] - Quote
If it works, just... good job !! G££ <= Me |
Bienator II
madmen of the skies
2213
|
Posted - 2013.12.03 17:20:00 -
[56] - Quote
i would have tried to somehow solve it with voronoi maps but binary trees are probably easier to maintain since everybody knows them.
Long term Eve scalability will depend on the worst case scenario: Lots of people on one node. Or: lots of people moving between two nodes at the same time.
The first part of the dev blog basically tries to create a static load balancer which mitigates the second issue by splitting the bottle neck of a jump to two nodes (not placing neighboring systems on the same node). The first bottleneck however can only be truly solved by having real parallelism, e.g. running one system, if required, on multiple nodes. If this would be solved you wouldn't have to care about static load balancing since it could be all handled on demand. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Weaselior
GoonWaffe Goonswarm Federation
5626
|
Posted - 2013.12.03 17:28:00 -
[57] - Quote
CCP Prism X wrote: Currently Nullsec is split off from Empire Space (High and Low). That's a change we did a long time ago and was covered in my first draft of this blog. That was however about three times the size of this one, without pictures. So yeah we could so that, but we don't.
What's the reasoning behind this? "I can hire one-half of the working class to kill the other half." |
BigSako
Burning Napalm Northern Coalition.
95
|
Posted - 2013.12.03 17:31:00 -
[58] - Quote
Weaselior wrote:CCP Prism X wrote: Currently Nullsec is split off from Empire Space (High and Low). That's a change we did a long time ago and was covered in my first draft of this blog. That was however about three times the size of this one, without pictures. So yeah we could so that, but we don't.
What's the reasoning behind this?
So huge fights in Nullsec don't affect ANY nodes in highsec which would potentially drive people out of the game? And vice versa - you can't **** up a node in highsec to influence fights in nullsec. |
jonnykefka
Adhocracy Incorporated Adhocracy
235
|
Posted - 2013.12.03 17:32:00 -
[59] - Quote
1) This is one of the best devblogs we've had in months, and you should feel good about that. Communicative, clear, interesting, explains why we've been having issues and what you're doing about it in just enough detail that we know someone's thinking about it. Well done.
2) So let's take a few steps back to that big ol' live event just before rubicon launched that went so badly awry. One of the major issues was the tidi slowdowns from gathering a huge fleet in a central Empire system and then going many, many gate-jumps to nullsec. I know the LE team is going to find different solutions for that in the future, but broadly speaking how much can this help with fleet movement? Do you need more warning to reinforce things along the way or distribute the pathway in a particular way? As people have noted, there are going to be issues when big fleets (or multiple fleets) move through several system on the same node. They may be heading to a fleet-fight node, but the route there is going to be REALLY screwed sometimes.
3) Does your algorithm factor in jump bridges (the POS kind, obviously the titan kind can go anywhere)? That seems like it would alter which systems get jump-loads in some sections of nullsec.
4) And as for W-space, can you comment on where we get TiDi from? We do get it from time to time, and I presume your logs will show when that happens.
5) Final curiosity: Does your mapping algorithm for W-space account for static wormholes? I know that the w-space "regions", or in some cases constellations, are divided up by static connections. You might not know which C3 a given hole will connect to, but you know that it will always connect to a C3... |
Abdiel Kavash
Paladin Order Fidelas Constans
2123
|
Posted - 2013.12.03 17:33:00 -
[60] - Quote
I am slightly confused. You started the devblog by asserting that the old system was bad, because it put clusters of connected systems on one node (and intra-node jumps are more expensive than inter-node jumps). Yet you end up with a system that puts even bigger clusters of connected systems on the same node? From the pictures it looks like instead of constellations, now huge chunks of regions share the same node. Wouldn't that lead to even more intra-node jumps?
I think that a way more optimal solution would be a kind of checkerboard-style distribution, where systems on one node are geographically close together (to save the poor trio of ratters in Solitude), but not directly connected to other systems on the same node. Several nodes could therefore share the load from people jumping in and out of a big fleet battle, and the majority of jumps would be inter-node jumps.
As others have already said, the new allocation could lead to even higher load being put on the nodes in battles, as it seems now that any sort of reinforcements or auxiliary fights will directly contribute to the load of the fleet fight node itself. And this will also happen with a pre-reinforced node - even if you take the contested system out of the picture, all the surrounding area still shares the same node. Whereas in the old distribution, it is rare to even find a system whose direct neighbors are all on the same node. |
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Abdiel Kavash
Paladin Order Fidelas Constans
2124
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Posted - 2013.12.03 17:35:00 -
[61] - Quote
I am slightly confused. You started the devblog by asserting that the old system was bad, because it put clusters of connected systems on one node (and intra-node jumps are more expensive than inter-node jumps). Yet you end up with a system that puts even bigger clusters of connected systems on the same node? From the pictures it looks like instead of constellations, now huge chunks of regions share the same node. Wouldn't that lead to even more intra-node jumps?
I think that a way more optimal solution would be a kind of checkerboard-style distribution, where systems on one node are geographically close together (to save the poor trio of ratters in Solitude), but not directly connected to other systems on the same node. Several nodes could therefore share the load from people jumping in and out of a big fleet battle, and the majority of jumps would be inter-node jumps.
As others have already said, the new allocation could lead to even higher load being put on the nodes in battles, as it seems now that any sort of reinforcements or auxiliary fights will directly contribute to the load of the fleet fight node itself. And this will also happen with a pre-reinforced node - even if you take the contested system out of the picture, all the surrounding area still shares the same node. Whereas in the old distribution, it is rare to even find a system whose direct neighbors are all on the same node. |
Kale Freeman
Dirt 'n' Glitter I Whip My Slaves Back and Forth
13
|
Posted - 2013.12.03 17:36:00 -
[62] - Quote
Given that you know that inter node jumps are the best because you split the work between two nodes, wouldn't it be better to work with node pairs. Apply the exact same algorithm to break down all the systems into equal size groups, but then right at the end take the group of systems and split them across a pair of nodes so as to create as many inter node jumps as possible. |
Borachon
GoonWaffe Goonswarm Federation
14
|
Posted - 2013.12.03 17:40:00 -
[63] - Quote
CCP Prism, how much history of node usage (e.g. in terms of days) is taken into account in the mapping to smooth out its decisions? For example, if there happens to be no major timers one day and an alliance doesn't have nearly as many people in its staging, and everyone logs in the next day, will the premapper still have the historical information about recent load in the system to have mapped it effectively? Also, how does information like reinforcement timers factor into these decisions - does the mapper get skewed directly by these timers, or do you generally hope it's handled by the recent load history of nodes and explicit node reinforcement requests from player?
In addition, now that you have a more systematic (heh) load balancing strategy in place, why have static rules that separate null and empire? If there are large chunks of null and lowsec that almost never have high loads, placing those into the same node might actually be a good thing, freeing up nodes for other systems.
I guess, the real question is what exactly are you trying to optimize, because if you don't know what you're really trying to optimize, it's hard to know if you're heading in the right direction. |
Forlorn Wongraven
Habitual Euthanasia Pandemic Legion
103
|
Posted - 2013.12.03 17:40:00 -
[64] - Quote
GeeShizzle MacCloud wrote:they dont have to deal with the load bearing requirements of hundreds of fighter bombers so im sure they'll be fine Prism! Pretty sure those 3000 sentries from 600 Domis do not create server load. Shadoo > whoever was the first nyx on grid Shadoo > THANK GOD YOU ARE A SMART MAN and fitted the best tank in PL Shadoo > (ie. cyno) |
Jessica Danikov
Clan Shadow Wolf Fatal Ascension
141
|
Posted - 2013.12.03 17:44:00 -
[65] - Quote
Kale Freeman wrote:Given that you know that inter node jumps are the best because you split the work between two nodes, wouldn't it be better to work with node pairs. Apply the exact same algorithm to break down all the systems into equal size groups, but then right at the end take the group of systems and split them across a pair of nodes so as to create as many inter node jumps as possible.
That's starting to sound like a Color problem. Ultimately you want to maximise the number of local nodes without them touching themselves, while minimising the global distribution of any individual colour. This does the best to maximise the high-performance transitions while keeping TiDi relatively local to its cause. |
Gilbaron
Free-Space-Ranger Nulli Secunda
1143
|
Posted - 2013.12.03 17:49:00 -
[66] - Quote
thanks for giving so much technical background, i love this kind of info
but instead of rewriting the system to safe 3 ratters in solitude from heavy tidi by annoying those already suffering from it with even more tidi, you should be much more willing to just move those three dudes to another node by shutting their system down for like a minute or so when tidi lasts more than 5 minutes We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |
Katrina Bekers
Rim Collection RC Sorry We're In Your Space Eh
191
|
Posted - 2013.12.03 17:50:00 -
[67] - Quote
Forlorn Wongraven wrote:GeeShizzle MacCloud wrote:they dont have to deal with the load bearing requirements of hundreds of fighter bombers so im sure they'll be fine Prism! Pretty sure those 3000 sentries from 600 Domis do not create server load.
Well, for one, Dogma doesn't need to calculate anything about the movement of sentries, and notifications about their movements to any of the clients.
While FBs require AI (ok, you can laugh), physics and position notifications to everyone in grid.
I'd say a totally different workload. << THE RABBLE BRIGADE >> |
Everlast Darkheart
Hard Knocks Inc. Kill It With Fire
2
|
Posted - 2013.12.03 17:50:00 -
[68] - Quote
Good read! thanks for enlightening us! Lets hope it works out! |
Abdiel Kavash
Paladin Order Fidelas Constans
2124
|
Posted - 2013.12.03 17:54:00 -
[69] - Quote
Katrina Bekers wrote:Well, for one, Dogma doesn't need to calculate anything about the movement of sentries, and notifications about their movements to any of the clients. I am not exactly sure why would you say that. Perhaps you think that sentries don't move? They do. |
GeeShizzle MacCloud
390
|
Posted - 2013.12.03 17:55:00 -
[70] - Quote
Jessica Danikov wrote:Kale Freeman wrote:Given that you know that inter node jumps are the best because you split the work between two nodes, wouldn't it be better to work with node pairs. Apply the exact same algorithm to break down all the systems into equal size groups, but then right at the end take the group of systems and split them across a pair of nodes so as to create as many inter node jumps as possible. That's starting to sound like a Colour problem. Ultimately you want to maximise the number of local nodes without them touching themselves, while minimising the global distribution of any individual colour. This does the best to maximise the high-performance transitions while keeping TiDi relatively local to its cause.
from what i can understand i think he means the opposite... cut up the load balancing down to the final level then split the final level across 2 nodes ensuring maximum contact surface between the 2 servers.
instead of creating a line between the localised cluster of systems you create a chessboard style distribution to maximise the amount of server to server jumps rather than intra server jumps (that are considered inferior to discrete server to server jumps)
you have the localisation at a cluster wide scale, then when u get to the singular node scale it switches to a high diffusion model. the problem would be how to keep the remapping from morphing the diffused local distribution from becoming localised through time. |
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Oh Takashawa
Body Count Inc. Pandemic Legion
8
|
Posted - 2013.12.03 17:55:00 -
[71] - Quote
Katrina Bekers wrote:Forlorn Wongraven wrote:GeeShizzle MacCloud wrote:they dont have to deal with the load bearing requirements of hundreds of fighter bombers so im sure they'll be fine Prism! Pretty sure those 3000 sentries from 600 Domis do not create server load. Well, for one, Dogma doesn't need to calculate anything about the movement of sentries, and notifications about their movements to any of the clients. While FBs require AI (ok, you can laugh), physics and position notifications to everyone in grid. I'd say a totally different workload. That's simply not true. I can pull up an overview with sentries on it, and they move, at 1m/s. That means the server has to update me constantly with the positions of all those sentries, same as it does with fighterbombers or any other drone. Fighterbombers, load-wise and on-grid, aren't really any different from warrior IIs. The difference only really pops in when you get them following you in warp, but on grid, they function essentially the same as drones. They're bigger, sure, but they don't have special AI that drone's don't have, and they don't create huge amounts of load that sentries or any other kind of drone don't. |
Setsune Rin
Collapsed Out Shadow Cartel
105
|
Posted - 2013.12.03 17:56:00 -
[72] - Quote
when was this fixed deployed or is it still in the pipeline to release?
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Highfield
Vanishing Point. The Initiative.
49
|
Posted - 2013.12.03 17:58:00 -
[73] - Quote
Setsune Rin wrote:when was this fixed deployed or is it still in the pipeline to release?
Devblog states tomorrow (december 4th) as deployment date. Set a long skill ;)
Talking about sentries as one of the issues for this: would setting sentry speed to 0 (or immobile or w/e), taking their motion out of the data flow, solve part of the problem cause by the massive use of them? |
Katrina Bekers
Rim Collection RC Sorry We're In Your Space Eh
191
|
Posted - 2013.12.03 18:03:00 -
[74] - Quote
All nice and cute.
But I was expecting some more ~words~ about the dynamic load balancing and proxying we were discussing at the Operations roundtable during FF2013.
That will solve most of these problems. And itself it's a problem solved oh-so-many-times in the past. There's a ton of literature on dynamic connection management and I'm pretty sure most of that could be applied to EVE, without letting many loopholes (as in "I'll disconnect during connection re-establishment so I can disappear safely") slip thru the cracks.
Still, my hat is tipped to the ingenuity of the solutions designed. << THE RABBLE BRIGADE >> |
Tex Bloodhunter
DEFCON. The Initiative.
9
|
Posted - 2013.12.03 18:06:00 -
[75] - Quote
Prism X you are such a nerd. Good thing I know what you are talking about ;)
By the way: What about packing up and moving solar systems during runtime to a set of reserved nodes? I know this is hard to code but it can be done. |
Katrina Bekers
Rim Collection RC Sorry We're In Your Space Eh
191
|
Posted - 2013.12.03 18:07:00 -
[76] - Quote
Abdiel Kavash wrote:Katrina Bekers wrote:Well, for one, Dogma doesn't need to calculate anything about the movement of sentries, and notifications about their movements to any of the clients. I am not exactly sure why would you say that. Perhaps you think that sentries don't move? They do.
Ok, write me the equation of linear, uniform movement. And tell me about predictability of such movement over time, which is a key part of client-server protocol as of right now.
Then the equation of uniformly accelerated motion (aka orbit) -- which can change at owner's whim, anytime.
Sure they move.
Sure the workload is totally different.
QED. << THE RABBLE BRIGADE >> |
Katrina Bekers
Rim Collection RC Sorry We're In Your Space Eh
191
|
Posted - 2013.12.03 18:09:00 -
[77] - Quote
Oh Takashawa wrote:That's simply not true. I can pull up an overview with sentries on it, and they move, at 1m/s. That means the server has to update me constantly with the positions of all those sentries, same as it does with fighterbombers or any other drone.
Motion prediction is a big corner cutter in client-server dialog.
The client can easily predict the movement of a sentry drone, and just be confirmed about it from time to time. Not so much about a FB - whose trajectory can change at any time. << THE RABBLE BRIGADE >> |
Grarr Dexx
Snuff Box
300
|
Posted - 2013.12.03 18:10:00 -
[78] - Quote
mynnna wrote:Grarr Dexx wrote:Looks like a whole load of baloney! Us lowsec residents have been suffering from utterly ridiculous amounts of tidi, in sub-100 man fights or even moving thirty people ten gates. If you did do this rebalancing act, you sure seemed to have forgotten the systems between 0.5 and 0.0. So I'm going to quote you so you can't edit out the part where you look silly, and then quote the devblog that explains why you look silly. Quote:We're hoping to have this code out by tomorrow Wednesday, December 4th.
Baloney! |
GeeShizzle MacCloud
390
|
Posted - 2013.12.03 18:18:00 -
[79] - Quote
Grarr Dexx wrote:mynnna wrote:Grarr Dexx wrote:Looks like a whole load of baloney! Us lowsec residents have been suffering from utterly ridiculous amounts of tidi, in sub-100 man fights or even moving thirty people ten gates. If you did do this rebalancing act, you sure seemed to have forgotten the systems between 0.5 and 0.0. So I'm going to quote you so you can't edit out the part where you look silly, and then quote the devblog that explains why you look silly. Quote:We're hoping to have this code out by tomorrow Wednesday, December 4th. Baloney!
my god... f**kin read gawd dammit!
CCP Explorer wrote: Yes, empire refers to high and low security space together.
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Abdiel Kavash
Paladin Order Fidelas Constans
2124
|
Posted - 2013.12.03 18:22:00 -
[80] - Quote
Katrina Bekers wrote:Abdiel Kavash wrote:Katrina Bekers wrote:Well, for one, Dogma doesn't need to calculate anything about the movement of sentries, and notifications about their movements to any of the clients. I am not exactly sure why would you say that. Perhaps you think that sentries don't move? They do. Ok, write me the equation of linear, uniform movement. And tell me about predictability of such movement over time, which is a key part of client-server protocol as of right now. Then the equation of uniformly accelerated motion (aka orbit) -- which can change at owner's whim, anytime. Sure they move. Sure the workload is totally different. QED. You seem to know quite a lot about the EVE server/client internals. Are you sure you didn't want to post this on your CCP character? |
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Serith Ellecon
Adhocracy Incorporated Adhocracy
24
|
Posted - 2013.12.03 18:24:00 -
[81] - Quote
I do agree with some of the comments above (not gonna quote). Systems should get additional weighting based on: 1: Number of pilots who logged out in that system (and are thus shown as there during downtime), 2: Whether the system contains any Reinforced sovereignty structures (either for FW or nullsec) 3: Presence in system of a titan on an active account. 4: Proximity to systems with either of the 3 previous points.
1, is indicative of a staging system, trade hub, or other popular system, but 2 is important as it's a big clue that a fight is going to happen, and 3/4 are likely to be a transit systems (where ambushes happen too). I'm not sure if the current stats include such a weighting methodology, or simply base it on the last 24 hours stats. Inappropriate signature added.-á CCP Notarealdev. |
Bienator II
madmen of the skies
2213
|
Posted - 2013.12.03 18:27:00 -
[82] - Quote
Abdiel Kavash wrote:I am slightly confused. You started the devblog by asserting that the old system was bad, because it put clusters of connected systems on one node (and intra-node jumps are more expensive than inter-node jumps). Yet you end up with a system that puts even bigger clusters of connected systems on the same node? From the pictures it looks like instead of constellations, now huge chunks of regions share the same node. Wouldn't that lead to even more intra-node jumps?
inter node jumps appear cheaper since the load is split between two hardware components. The problem is that if they create a static load balancing like that, a fight in null might affect a entirely unrelated system, eg. in highsec.
the load balancing is better but the player perceived performance is worse. Thats why they used their old strategy again, putting neighboring systems on the same node, even though it does not parallelize jumps. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
GeeShizzle MacCloud
393
|
Posted - 2013.12.03 18:30:00 -
[83] - Quote
Abdiel Kavash wrote:Katrina Bekers wrote:Abdiel Kavash wrote:Katrina Bekers wrote:Well, for one, Dogma doesn't need to calculate anything about the movement of sentries, and notifications about their movements to any of the clients. I am not exactly sure why would you say that. Perhaps you think that sentries don't move? They do. Ok, write me the equation of linear, uniform movement. And tell me about predictability of such movement over time, which is a key part of client-server protocol as of right now. Then the equation of uniformly accelerated motion (aka orbit) -- which can change at owner's whim, anytime. Sure they move. Sure the workload is totally different. QED. You seem to know quite a lot about the EVE server/client internals. Are you sure you didn't want to post this on your CCP character?
its not something u need insider knowledge on... when u get disconnects and severe lag on a server you're more likely to end up flying off in a linear motion, as well as see people who should be orbiting flying off in a linear motion. when calls from the server come back then their position is updated. but until then it eludes to the fact server side all positional data that are vector based motions are predicted by your client linearly and then confirmed server side. |
Solstice Project's Alt
I'm So Meta Even This Acronym
244
|
Posted - 2013.12.03 18:43:00 -
[84] - Quote
Great blog ! Very interesting read !
And now to something completely different ! ^_^
I'm sorry i have to ask this here, but it is extremely unlikely that i will ever get another chance on asking this, even more so that i will be able to actually catch any of you coders for a response about it !
My question is:
How the hell do you handle drones ?
Do you handle each drone as separate entity with it's own set of vectors ?
The reason why i'm asking is that this doesn't make any sense to me.
Gameplay-wise, it seems that the vast majority of people use their groups of drones as a single unit, which means that all drones could behave as a single unit, which also means that the server would only need to do calculations for a single unit.
All drones could be "virtually present" on the client only, with the server not having a need to deal with positions or velocities for drones, as these do not have to be consistent between the clients !
The case that two players sit next to each other and will realise and complain about the fact that orbitting drones aren't exactly at the same spots on two seperate clients is completely dismissable !
Of course, there are edge cases ... like when an entity interacts with a single drone, basically seperating it from the unit, but - and i am usually not a fan of edge cases myself - it seems to make sense to simply handle these edge cases seperately !
Example. With 3000 sentry drones on grid, or 3000 hobgoblins, i don't see how it makes sense to have each drone as a seperate entity, when absolutely most drones will behave as a single unit anyway.
Can you enlighten me on this ? I'm highly interested ! :D
Also, sorry if i don't actually make sense and i know i'm offtopic, but this is pretty much my only chance to ever ask !
Buy Solstice Project-áfor PLEX4GOOD ! https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=301266 (this alt-character will get deleted once the sale is done, on 6th of december) |
Bienator II
madmen of the skies
2213
|
Posted - 2013.12.03 18:45:00 -
[85] - Quote
Abdiel Kavash wrote: As others have already said, the new allocation could lead to even higher load being put on the nodes in battles, as it seems now that any sort of reinforcements or auxiliary fights will directly contribute to the load of the fleet fight node itself. And this will also happen with a pre-reinforced node - even if you take the contested system out of the picture, all the surrounding area still shares the same node. Whereas in the old distribution, it is rare to even find a system whose direct neighbors are all on the same node.
i don't know how they reinforce nodes, but they could also take a single system out of the node and put it on a stronger node. They don't have to replace the whole node with all its systems, only pick a single one. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Abdiel Kavash
Paladin Order Fidelas Constans
2124
|
Posted - 2013.12.03 18:46:00 -
[86] - Quote
Solstice Project's Alt wrote:Gameplay-wise, it seems that the vast majority of people use their groups of drones as a single unit, which means that all groups of drones could behave as a single unit, which also means that the server would only need to do calculations for a single unit. So, uh, how do you propose shooting and killing drones should work?
Bienator II wrote:i don't know how they reinforce nodes, but they could just take a single system out of the node and put it on a stronger node. They don't have to replace the whole node with all its systems, only pick a single one. That is exactly what reinforcing a system means. |
Bienator II
madmen of the skies
2213
|
Posted - 2013.12.03 19:06:00 -
[87] - Quote
Abdiel Kavash wrote:Bienator II wrote:i don't know how they reinforce nodes, but they could just take a single system out of the node and put it on a stronger node. They don't have to replace the whole node with all its systems, only pick a single one. That is exactly what reinforcing a system means. it doesn't has to mean this. They could just use the loaded system and all its neighbors based on the node balancer output. It doesn't make sense for jita but it might work for some nullsec fights, or live events where thousands of people have to move 10j to be in the event system. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Djana Libra
DAB The Unthinkables
319
|
Posted - 2013.12.03 20:11:00 -
[88] - Quote
CCP Prism X wrote:Hello everybody, my name is CCP Prism X and I am a Libra!
So you are related to me, time to do me some favors then |
Bandit 42
Halcyon Dayz
0
|
Posted - 2013.12.03 20:15:00 -
[89] - Quote
Good luck, hope this works :) |
Zero Zeven
Axiomatic Nightmare
0
|
Posted - 2013.12.03 20:42:00 -
[90] - Quote
by god. its beautiful :') dat code. them graphs. all its missing are pictures of adorable hamster comparisons... |
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M1k3y Koontz
thorn project Surely You're Joking
421
|
Posted - 2013.12.03 20:53:00 -
[91] - Quote
Weaselior wrote:CCP Prism X wrote:If your fighting system is reinforced that shouldn't be an issue. This is also no more of an issue than it used to be, and now the TiDi you create in your staging systems will at least not be affecting players on the other side of the universe who have nothing to do with your pew pew. And of course more nullsec nodes mean smaller pockets grouped together. The bolded part concerns me. It makes a certain amount of sense to avoid inconveniencing the three people in some system in Solidude for reasons they don't understand, sure. However it also makes a great deal of sense when you have a cluster of systems expected to be used heavily to offload the issues caused in those systems to unused systems in buttfuck nowhere as a sort of heat sink - it seems to me that it is better to be inconveniencing three ratters in Solitude because of 1000 people in nullsec than doubly inconveniencing those 1000 people in nullsec. I don't mean to criticize the work you've done here - this all looks extremely impressive. I'm just concerned that it's assumptions on nullsec battles are not correct and may wind up creating more inconvenience overall in certain situations.
Really it makes more sense to inconvenience the empty nullsec systems surrounding the fight that make up at least half of all nullsec than to inconvenience the highsec systems where there's 20 newbies running missions.
Remember, get the newbies addicted to EVE, THEN we can scare the crap out of them How much herp could a herp derp derp if a herp derp could herp derp. |
Solstice Project's Alt
I'm So Meta Even This Acronym
247
|
Posted - 2013.12.03 20:57:00 -
[92] - Quote
Abdiel Kavash wrote:Solstice Project's Alt wrote:Gameplay-wise, it seems that the vast majority of people use their groups of drones as a single unit, which means that all groups of drones could behave as a single unit, which also means that the server would only need to do calculations for a single unit. So, uh, how do you propose shooting and killing drones should work? That's ...
... hey, you're right.
cheers ! ^_^ Buy Solstice Project-áfor PLEX4GOOD ! https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=301266 (this alt-character will get deleted once the sale is done, on 6th of december) |
tiberiusric
Comply Or Die
49
|
Posted - 2013.12.03 21:02:00 -
[93] - Quote
Lets not get too excited, its not been deployed yet, proof is in the pudding so they say..
Anyway why couldnt you just have a node(s) per region? |
Gerboah Cobon-Han
Garoun Investment Bank Gallente Federation
6
|
Posted - 2013.12.03 21:16:00 -
[94] - Quote
Very interesting. Post more of these - a great insight into the innards Fly Safe.-á
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Billy Hix
Team JK
11
|
Posted - 2013.12.03 21:20:00 -
[95] - Quote
I can solve this problem without all this math.
1 - Sell all Hilmars pairs of $1000 Japanese pants 2 - Buy every system its own server 3 - Take the rest of the day off, you have done enough 4 - Profit. |
Abdiel Kavash
Paladin Order Fidelas Constans
2124
|
Posted - 2013.12.03 21:30:00 -
[96] - Quote
tiberiusric wrote:Anyway why couldnt you just have a node(s) per region?
1) There are more nodes than regions. 2) Having adjacent systems on the same node is counter-productive (inter-node vs intra-node jumps) 3) Not every region is equally active.
The whole reason behind load balancing is to group systems based on activity: ideally you want to put equal load on every node. What you don't want to happen is one node handling two big fights at once, while another node is "managing" an empty region. It's much better to split the load so that each fight is happening on a separate node. Unfortunately it is currently impossible to move a system from one node to another when a big fight erupts. CCP is trying to map systems to nodes using statistical data so that, on average, the load caused by battles is equally distributed. For specifics read the blog itself. |
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CCP Explorer
C C P C C P Alliance
1876
|
Posted - 2013.12.03 21:32:00 -
[97] - Quote
Abdiel Kavash wrote:I am slightly confused. You started the devblog by asserting that the old system was bad, because it put clusters of connected systems on one node (and intra-node jumps are more expensive than inter-node jumps). Yet you end up with a system that puts even bigger clusters of connected systems on the same node? From the pictures it looks like instead of constellations, now huge chunks of regions share the same node. Wouldn't that lead to even more intra-node jumps? Before solarsystems were grouped into constellations for loadbalancing purposes and then constellations from very different parts of space were grouped together on nodes. But that provided a very strange TiDi experience and also the constellation-locality didn't match the load. Now we ignore the constellations and simply group the solarsystems together based on their load and actual-locality. That last part was needed to provide a sensible TiDi experience but since we ignore the constellation then the groups become much more sensible with even load. The final piece of this puzzle, the intra-node jumps vs. inter-node jumps we ultimately want to solve with Brain in a Box. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1876
|
Posted - 2013.12.03 21:34:00 -
[98] - Quote
Setsune Rin wrote:when was this fixed deployed or is it still in the pipeline to release? We deployed the initial version a few weeks before Rubicon per https://twitter.com/erlendur/status/398211109922279425 and then an improved version will be deployed tomorrow. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1876
|
Posted - 2013.12.03 21:38:00 -
[99] - Quote
One more thing to mention, as a part of this change then the cluster is starting up 2 minutes faster. See here https://forums.eveonline.com/default.aspx?g=posts&m=3897467#post3897467 and here https://forums.eveonline.com/default.aspx?g=posts&m=3899297#post3899297 for details. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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GeeShizzle MacCloud
395
|
Posted - 2013.12.03 21:53:00 -
[100] - Quote
would love to see a heatmap of system load through a big fights escalation based on systems in the vicinity of the highest load over time... thatd be truely awesome to see.
and thanks explorer for the clarification! cant wait for Team Gridlock to crack brain-in-a-box! |
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Suomi Khan
The Scope Gallente Federation
9
|
Posted - 2013.12.03 22:30:00 -
[101] - Quote
CCP Prism X wrote:There's no sense of locality or proximity in WH space so they just get a very dumb but efficient method applied to them.
Read the Devblog and must say, looks like you guys out in a lot of work to make TiDi less frustrating, thank you a lot for that :)
Is it possible for you to make an addition to the Devblog explaining how the load is distributed in w-space by chance? We now know and understand in detail what is happening in known space, but it could be very cool to know how you solve w-space, even though it might be "dumb but efficient" :)
(Also, please tell me if SSC is producing the TiDi so I can have a reason to evict them ) |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
382
|
Posted - 2013.12.03 22:59:00 -
[102] - Quote
CCP Prism X wrote:I hear this guy listens to really weird music (NSFW) which is probably indicative of his cognitive capacity. Probably not worth reading this!
I'm out You can trust me, I have a monocole |
Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
4374
|
Posted - 2013.12.03 22:59:00 -
[103] - Quote
How is work progressing with the dynamic node reinforcement where you move sols between nodes while players are busy in those sols?
is there any possibility of only loading systems when 'stuff' happens in them? Thus when nothing is due to happen in a system for half an hour you could "unload" the system until that POS reaction has to be serviced, or someone decides to jump into the system. Heck, if you move POS reactions to a separate service (and thus unlink it from the sol simulator) you don't even need to load the sol at all. When I approach the gate between Lanngisi and Tvink, the gate could have some kind of notice attached indicating that Tvink isn't loaded yet, is currently being loaded, or is ready to jump into. As a blockade runner pilot, I might want to stay cloaked, so there might be a mechanism to ask traffic control to insert me in the queue, at which point Tvink would be loaded, the gate would display the appropriate notification, and off we go. What if gates could be de-illuminated to express the state of being "off" due to the remote system not being loaded?
And as a result, load balancing would only be a case of, "someone wants to load this sol, which server has the lowest load? put this sol on that server!" And load balancing would thus be automatic, as would reinforcement (when one server gets heavily loaded, it won't inherit new sols, and existing ones will end up pruned). You could even preemptively "reinforce" nodes by adding a weighting to the "which server is least loaded" algorithm where an SBU adds 1000 virtual players worth of load to the system for balancing purposes, along with the historical load that your pre-balancer is using.
As a bonus, "downtime" could happen opportunistically, except for continuously populated sols for which the downtime counter would be applied as a timer for that sol, similar to the incursion bar: if I'm missioning in Lanngisi which is supposed to get downtime but has had 100 missioners in it for the last 36 hours, I'd see a non-modal warning that this node is going to experience downtime in 20 minutes. Thus I can choose to do something else (e.g.: fly to Hek to buy some stuff off the market). Then when Hek is due to shut down, I fly back to Lanngisi to continue my missioning. Downtime gets done, player gets a downtime-free playing experience. Of course there is the issue of patching the client.
If a node needs servicing, you could remove it from the opportunistic loading queue, shuffle the current sols to different nodes based on load, then you're free to shut the node down to replace it.
And then you could choose to not apply downtime to sols which don't need it because they don't have infrastructure that requires downtime.
Of course you've all been through this already in your various dev chats internally, and removing downtime is probably going to be easier than moving to a "just-in-time" sol loader with dynamic sol rehoming, and I should just shut up.
I'd just like you to consider that AU-TZ players would love downtime operating per-system on a round-robin basis almost as much as removing downtime altogether.
Day 0 advice for new players: Day 0 Advice for New Players |
Max Kolonko
High Voltage Industries Ash Alliance
363
|
Posted - 2013.12.03 23:03:00 -
[104] - Quote
So we have like, what? 6 - 8 minutes of sleep left daily? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Max Kolonko
High Voltage Industries Ash Alliance
363
|
Posted - 2013.12.03 23:09:00 -
[105] - Quote
Mara Rinn wrote:How is work progressing with the dynamic node reinforcement where you move sols between nodes while players are busy in those sols?
.... snip.....
Would it be possible to do something like this?:
- freeze game (TIDI 100%) in old node - spawn new node with 100% TiDi - Show players info about load balancing or something to let them know they are changing servers - move people to new node with all player/ship states untouched and make it take as long as it is needed - all new player system entrences during the node movement is put too new node - after all players are moved OR certain timer have passed despawn old node and set TiDi to appropriate level on new node Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Trillian Stargazer
Origin. Black Legion.
11
|
Posted - 2013.12.03 23:09:00 -
[106] - Quote
I am still trying to wrap my head around this comment,
"Time Dilation is all well and good when youGÇÿre blobbing with your space-friends in Nullsec"
If TiDi is good enough for blobbers in Null Sec is should be OK for empire people. When a node goes in to TiDi when its reinforced and there are less people than are in Jita, Something is wrong, Very wrong. When we have 60 people in a fleet and we undock, we get TiDi, when we swap ships, TiDi, when we jump through a gate, TiDi. None of thses should cause TiDi, yet they do.
TiDi was introduced as a bandaid while CCP was working on a Fix. Now you are promoting TiDi as the fix.
So what is it?
Is TiDi the end all fix or is CCP working on fixing the core issues that cause TiDi to begin with?
If TiDi is the fix, you are doing it wrong. |
Kossaw
Body Count Inc. Pandemic Legion
90
|
Posted - 2013.12.03 23:17:00 -
[107] - Quote
CCP Explorer wrote:The final piece of this puzzle, the intra-node jumps vs. inter-node jumps we ultimately want to solve with Brain in a Box.
We're still waiting for that dev blog mate
WTB : An image in my signature |
Sable Blitzmann
In Exile. Imperial Outlaws.
95
|
Posted - 2013.12.03 23:23:00 -
[108] - Quote
Max Kolonko wrote:Mara Rinn wrote:How is work progressing with the dynamic node reinforcement where you move sols between nodes while players are busy in those sols?
.... snip.....
Would it be possible to do something like this?: - freeze game (TIDI 100%) in old node - spawn new node with 100% TiDi - Show players info about load balancing or something to let them know they are changing servers - move people to new node with all player/ship states untouched and make it take as long as it is needed - all new player system entrences during the node movement is put too new node - after all players are moved OR certain timer have passed despawn old node and set TiDi to appropriate level on new node
I'm sure if it was that easy, they would have already done it.
Sure, to us, it's as simple as moving players to another node. Like walking from one room to another. But programmatically, it might not be feasible or possible without a lot of reworking. Just like switching characters without logging - easy concept, extremely difficult to accomplish with current codebase, |
Sable Blitzmann
In Exile. Imperial Outlaws.
95
|
Posted - 2013.12.03 23:31:00 -
[109] - Quote
Trillian Stargazer wrote: If TiDi is good enough for blobbers in Null Sec is should be OK for empire people. When a node goes in to TiDi when its reinforced and there are less people than are in Jita, Something is wrong, Very wrong. When we have 60 people in a fleet and we undock, we get TiDi, when we swap ships, TiDi, when we jump through a gate, TiDi. None of thses should cause TiDi, yet they do.
TiDi was introduced as a bandaid while CCP was working on a Fix. Now you are promoting TiDi as the fix.
So what is it?
Is TiDi the end all fix or is CCP working on fixing the core issues that cause TiDi to begin with?
If TiDi is the fix, you are doing it wrong.
You're equating two completely different scenerios. 2000 people in Jita doing trading on the market does not equal 2000 people on space, activating 10+ modules, 5 drones, the server keeping up with what ship is where, it's speed, it's speed relative to other ships, effects being applied to various ships via points, RR, ecm, and doing damage calculation, all while handling jumping in and out of the star system, POS timers, station timers, all while handling other systems on the same node.
It's no comparison.
I'm sure CCP is continuing to look into lag and bottlenecks. Drones is probably a good thing to look into. Possibly fleet jumps and maneuvers as well (so that it doesn't hhve to loop with each ship, but treat all ships as a whole in a fleet object). But they've said a while ago in a devblog that they're getting to the point where there's not a whole lot of optimizations that are left to be done.
TiDi was never a fix, nor intended to be a fix. It was intended to mask the lag and give the server time to respond to the many different commands that were incoming. it was never a fix.
Nor was a fix ever intended to be soon. I would assume dynamically allocating resources would be as close of a fix as anything. Who knows where that is, or if it's close. That is a massive undertaking and could be another few years maybe. |
MeBiatch
Republic University Minmatar Republic
1539
|
Posted - 2013.12.03 23:36:00 -
[110] - Quote
CCP Prism X wrote:I hear this guy listens to really weird music (NSFW) which is probably indicative of his cognitive capacity. Probably not worth reading this!
wtf There are no stupid Questions... just stupid people... Winter Expansion new ship request |
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Fix Lag
Federal Navy Academy Gallente Federation
587
|
Posted - 2013.12.03 23:50:00 -
[111] - Quote
not empty quoting |
Rn Bonnet
Sniggerdly Pandemic Legion
20
|
Posted - 2013.12.04 01:22:00 -
[112] - Quote
Here is a precise algorithm that runs in O(|V| + |E|) and can deal with heterogeneous nodes:
Take the nodes n1, n2... with to capacity c(n) and the systems s1, s2.. with cost C(s) and calculate a loading factor per node l1 = c(n1) * (+úC(s)/+ú(c(n)). That is how much load a node of a given capacity should take. You then perform a simple breadth first traversal assigning each system to nodes until the sum of the cost exceeds the loading factor of the node. After this you pull a new node off your stack and begin assigning systems to it. Achieves perfect load distribution across heterogeneous nodes and systems. You do need a sigma to account for the discreet to continuous domain.
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Jessica Danikov
Clan Shadow Wolf Fatal Ascension
141
|
Posted - 2013.12.04 02:20:00 -
[113] - Quote
GeeShizzle MacCloud wrote:Jessica Danikov wrote: That's starting to sound like a Colour problem. Ultimately you want to maximise the number of local nodes without them touching themselves, while minimising the global distribution of any individual colour. This does the best to maximise the high-performance transitions while keeping TiDi relatively local to its cause.
from what i can understand i think he means the opposite... cut up the load balancing down to the final level then split the final level across 2 nodes ensuring maximum contact surface between the 2 servers. instead of creating a line between the localised cluster of systems you create a chessboard style distribution to maximise the amount of server to server jumps rather than intra server jumps (that are considered inferior to discrete server to server jumps) you have the localisation at a cluster wide scale, then when u get to the singular node scale it switches to a high diffusion model. the problem would be how to keep the remapping from morphing the diffused local distribution from becoming localised through time.
Yes, that's the naive first solution I was thinking of, but it's a colour problem as 'checkboarding' the graph isn't possible with two colours- you will end up having white adjacent to white nodes (take three systems all connected to each other for the simplest example- White, White, Black). The whole idea of colouring is to minimise the numbers of colours needed, so you're coming up with the minimum number of involved nodes to ensure every edge is a change in node (for most cases, you will not likely need more than 3 colours/nodes).
If you colour the universe map then load balance each colour individually, you should end up with a similar load distribution but with every jump an inter-node jump. The best aspect of this is the colouring only has to be done once. |
Lelira Cirim
EVE University Ivy League
120
|
Posted - 2013.12.04 02:37:00 -
[114] - Quote
Max Kolonko wrote:CCP Explorer wrote:One more thing to mention, as a part of this change then the cluster is starting up 2 minutes faster. So we have like, what? 6 - 8 minutes of sleep left daily? If you need sleep go play STO. Their maintenance takes the game down for 3 hours at a time usually. It's supposed to be weekly but emergency maintenance is pretty common in the weeks following an update.
I'd really like Massively to do an infographic of MMO downtime. Maybe give the engineers something to compete over. Do not actively tank my patience. |
Geofferybg
low-tax The OORT Cloud
3
|
Posted - 2013.12.04 02:49:00 -
[115] - Quote
so not sure if anyone has asked this yet but... If you are load balancing based on the "nodes" or CPU cores could you not have the script run dynamically? like below:
- Systems not used i.e. no players logged in have no node assigned (well they have a theoretical node assigned but not loaded upon that node)
- As players log in to systems where there is an unusual level of "logging in" (jumping into the system or logging into the game) you move non active systems of that node to a dedicated "reinforced" node. this could be measured using the number of active players (im sure there is a database query that could be run every 15 minutes)
- As players jump from there staging system to another system nearby (probably where there going to be attacked/ attacking) they would move of a non reinforced node and onto a reinforced node....
this makes a few assumptions which i can not state from a technical standpoint is always true but may aid in handling load.
- that the systems near the staging system are empty (ok so not usually but you never know)
- that the reinforced nodes are just kinda sitting there as unused hardware and you are not running a virtual machine cluster that hands off load across multiple virtual servers (i assume this as load balancing is needed at a game level not a "VM" level)
- that the solar-system level start-up could be delayed using a command along the lines of " wait till client call "login" at solar-system "id" parse system start-up to "node as defined under normal circumstances"" (yes that's sudo code not actual code and sorry for the number of quotes)
- that if the "node as defined under normal circumstances" for start-up of a system is at TIDI activation capacity shift "node as defined under normal circumstances" to reinforced node is a viable option.
And I'm sure if this was a simple exercise it would be done but have to ask. Any dev care to comment as to why the above is not a deploy-able solution? or why there is not a VM layer to the cluster(does it add so much overhead that load-balancing becomes worse??) ?
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Abdiel Kavash
Paladin Order Fidelas Constans
2126
|
Posted - 2013.12.04 04:20:00 -
[116] - Quote
It is (currently) impossible to move a running system from one node to another without first kicking everyone logged in in that system. But your idea is close to the overall long-term goal. |
Trinkets friend
Rules of Acquisition Acquisition Of Empire
1230
|
Posted - 2013.12.04 05:04:00 -
[117] - Quote
So...where does w-space fit in, and how many nodes does it have, and how is load assigned to w-space? it is interesting to me, not so much because I've experienced TiDi in a wormhole, but because it is a bit pot luck sometimes when you jump 30+ people through a wormhole whether you will load grid in 5s or 10s.
Given wormholes are very dynamic connections, especially the S199, A641 and other k-k connections, you can essentially bridge two nodes together which are not usually connected. Does this even matter to the server balancing, as now two disparate systems are directly connected to one another and this ought to influence the algorithm for nearest-neighbour weighting.
Just curious! YOLO is the Carpe Diem of Gen Y http://www.localectomy.blogspot.com.au
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Jessica Danikov
Clan Shadow Wolf Fatal Ascension
141
|
Posted - 2013.12.04 07:10:00 -
[118] - Quote
Being able to migrate solar systems live between nodes would be close to the holy grail of load balancing as you can harden a node incrementally by moving other nodes off it or move a system to a reinforced node when something like Asakai happens.
The other big leap would be the ability to exploit multiple cores/threads per solar system (doesn't help with load balancing so much as make the CPU ceiling and thus the load potential of an individual system much higher == more players in the same system together).
Both of these would be significant technical challenges, potentially a significant re-architecture in the application, so I wouldn't hold my breath for them happening any time in the foreseeable future. |
Laserak
GoonWaffe Goonswarm Federation
186
|
Posted - 2013.12.04 07:11:00 -
[119] - Quote
Login tidi and undock tidi in a staging system is the devil. B-D never forget |
LakeEnd
FinFleet Northern Coalition.
52
|
Posted - 2013.12.04 07:48:00 -
[120] - Quote
Nice to see you guys are working on this. However I have few concerns about it.
Disclaimer: I am not completely sure I understood the dev blog, so please correct me if I am way off, but my understanding is that you are still trying to balance the load geographically instead of doing it statistically?
First of all, should you actually stop treating the problem for nullsec and highsec (+lowsec I guess) as similiar? Because the way I see it, highsec system load should be rather predictable and mostly consistent due to tradehubs and missioning centers remaining largely the same. Nullsec however is rather more unpredictable, system load is generated by whim of player coalitions and where they choose to clash that day (timers and random acts of violence).
Related to the randomness of the nullsec load, my second concern is how fast you will iterate this node splitting or will it be set in stone and forgotten about in few months? I mean while galactic south and east are now in turmoil in nullsec, it will be complete different story in six months. What seems now like very heavily loaded area (current null sec alliance staging systems or strategic chokepoint systems we are fighting over) will not be like that in near future.
Third nullsec system load is usually pretty centralized around one region, and if you insist splitting the nodes on hosts geographically, you will always have areas where there are thousands of people moving and fighting while other remote areas are virtually empty. Wont this mean that hosts running the servers of nullsec regions of north are almost idling, supporting the occasional ratter and which ever host gets systems from current conflict regions (Immensea etc) is always going to be heavily overloaded?
How far are you guys from being able to run a system in multiple threads? Is the live remapping of system to a different node even distinct possibility, wouldnt it be possible using virtualization and technology like DRS in vSphere? |
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CCP Explorer
C C P C C P Alliance
1878
|
Posted - 2013.12.04 08:17:00 -
[121] - Quote
Suomi Khan wrote:CCP Prism X wrote:There's no sense of locality or proximity in WH space so they just get a very dumb but efficient method applied to them.
Read the Devblog and must say, looks like you guys out in a lot of work to make TiDi less frustrating, thank you a lot for that :) Is it possible for you to make an addition to the Devblog explaining how the load is distributed in w-space by chance? We now know and understand in detail what is happening in known space, but it could be very cool to know how you solve w-space, even though it might be "dumb but efficient" :) Greedy minimal-first without locality.
Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1878
|
Posted - 2013.12.04 08:18:00 -
[122] - Quote
Max Kolonko wrote:So we have like, what? 6 - 8 minutes of sleep left daily? More during the week since deployment target is < 24 minutes, but on weekends you're down to 6-8, yes. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1878
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Posted - 2013.12.04 08:23:00 -
[123] - Quote
Kossaw wrote:CCP Explorer wrote:The final piece of this puzzle, the intra-node jumps vs. inter-node jumps we ultimately want to solve with Brain in a Box. We're still waiting for that dev blog mate I know The timeline really is that it's going to be released when ready Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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Mashie Saldana
BFG Tech
865
|
Posted - 2013.12.04 09:28:00 -
[124] - Quote
Would it be possible to have a node set the TiDi to 0 to permit a hot node remap without kicking out the players? Mashie Saldana Dominique Vasilkovsky
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Rob Crowley
State War Academy
258
|
Posted - 2013.12.04 09:47:00 -
[125] - Quote
LakeEnd wrote:but my understanding is that you are still trying to balance the load geographically instead of doing it statistically? It is balanced statistically, they just added geographic correlation to contain TiDi to the location which causes it.
Quote:First of all, should you actually stop treating the problem for nullsec and highsec (+lowsec I guess) as similiar? Why? As of now they can't do load balancing more than once a day. And if that daily balancing works fairly well, why not apply it to low and high too?
Quote:Related to the randomness of the nullsec load, my second concern is how fast you will iterate this node splitting or will it be set in stone and forgotten about in few months? If by iterate you mean them reworking the algorithm I guess the answer is "never if it works", but I think you mean how often the system balancing is done and as I understand it the answer is "every day at DT".
Quote:Wont this mean that hosts running the servers of nullsec regions of north are almost idling, supporting the occasional ratter and which ever host gets systems from current conflict regions (Immensea etc) is always going to be heavily overloaded? No, cause in this scenario the "empty" nodes in the north would handle a lot more systems each than the "busy" ones where the fighting is happening. I think your misunderstanding is that you think they're doing the balancing purely geographically, but of course that's not the case, if it were they wouldn't need an algorithm, they could've just had a kid draw equally sized circles around systems on the map with a crayon. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
446
|
Posted - 2013.12.04 10:35:00 -
[126] - Quote
When is lowsec being fixed? Fleet up more than 20 dudes and you get massive tidi and traffic control every jump/undock. |
Sakuma Ogunuchi
3
|
Posted - 2013.12.04 12:19:00 -
[127] - Quote
Can we get a copy of that map with System names instead of IDs? |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2118
|
Posted - 2013.12.04 12:32:00 -
[128] - Quote
Sakuma Ogunuchi wrote:Can we get a copy of that map with System names instead of IDs?
If all you want it for is a large star map, with system names: http://imgur.com/a/opwDm
(use the cog in the top left of each image to get the full resolution version)
Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |
Lord Egger XIV
Imperial Academy Amarr Empire
0
|
Posted - 2013.12.04 12:48:00 -
[129] - Quote
Mashie Saldana wrote:Would it be possible to have a node set the TiDi to 0 to permit a hot node remap without kicking out the players?
At the risk of drunk posting. I think that's what they're hoping for but have not quite got right yet. |
Cordeaux en Cedoulain
State Protectorate Caldari State
0
|
Posted - 2013.12.04 13:18:00 -
[130] - Quote
In the dev blog you suggested that there are many many new players. Is it too much to ask for actual numbers? Like where are we on the active subscribed accounts count at the moment? And how much does multi character training gets used? |
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Mei ra'Zhault
Kimotoro Trading Company
27
|
Posted - 2013.12.04 13:53:00 -
[131] - Quote
LakeEnd wrote:First of all, should you actually stop treating the problem for nullsec and highsec (+lowsec I guess) as similiar? Because the way I see it, highsec system load should be rather predictable and mostly consistent due to tradehubs and missioning centers remaining largely the same. Nullsec however is rather more unpredictable, system load is generated by whim of player coalitions and where they choose to clash that day (timers and random acts of violence).
As the above is inarguably true, why not load-balance highsec by locality as outlined in the devblog, and balance null-sec by minimizing intra-node jumps? |
War Kitten
Panda McLegion xXPlease Pandemic Citizens Reloaded Alliance.Xx
4877
|
Posted - 2013.12.04 13:56:00 -
[132] - Quote
Didn't you say it would be more efficient if adjacent systems were on different nodes though?
Could your optimizations be run down to the level of node pairs rather than single nodes, and then distribute those clusters of systems amongst the two nodes so that there are a minimum of same node connections?
It might be tricky, but it also might alleviate some of the gigantic-fleet-on-the-move lag since each jump would involve 2 nodes rather than usually only one.
I find that without a good mob to provide one for them, most people would have no mentality at all. |
warock
Dreddit Test Alliance Please Ignore
1
|
Posted - 2013.12.04 15:09:00 -
[133] - Quote
Awsome dev blog, really enjoyed the extra techical information to chew on.
moar! Moar! MOAR! |
TheSmokingHertog
TALIBAN EXPRESS
166
|
Posted - 2013.12.04 15:13:00 -
[134] - Quote
Steve Ronuken wrote:Sakuma Ogunuchi wrote:Can we get a copy of that map with System names instead of IDs? If all you want it for is a large star map, with system names: http://imgur.com/a/opwDm(use the cog in the top left of each image to get the full resolution version)
Nice |
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CCP Prism X
C C P C C P Alliance
1402
|
Posted - 2013.12.04 15:23:00 -
[135] - Quote
I'M BACK!
I just want to clear up some confusion I'm seeing first: this is not meant to be the Holy Grail of lag reduction. This is a static load balancer. It is in no way the end-all solution to our load problems, it's an initial step that's required before anything further can be done. Optimizing underused resources is just wasted work. Well it's not wasted but it makes more sense to do it the other way around.
There is no load reduction going on here. Todays total load pressures with, or without, my code would be exactly the same. But with my code it will be more evenly distributed between nodes so that the probabily of a "wild" TiDi appearing have been reduced. TiDi in unreinforced systems with a massive fleet presence will still happen as it always has. We'll need to reduce the CPU footprint per user if we want to prevent Fleet TiDi (and my money is on that only increasing fleet sizes until TiDi becomes unbearable again).
So with that being said I'm going to try and answer some of the more frequent questions here.
"Adjacent systems" are bad for fleet movement / staging.
They always have been. They've actually been worse because the old system would be so aggressive on grouping systems of the same constellation together that it would, is so many cases that I was given time to work on this, chose to overload the node rather than split up the constellation.
If your Staging system is not reinforced, it's going to share its node with other systems. If the fleet is large enough to cause TiDi it will cause TiDi no matter what these other systems are. It's even possible that this staging system had enough load caused on it the day before to be reinforced on its own because its simply too loaded to share its node with any other system. But that will not help you with TiDi if your fleet is large enough to overload that node.
If you control the space around your staging system, you can now command people to stay out of those systems to avoid TiDi-ing your fleets staging system. I'd love to offer you a map of all node allocations so that you could discern wether or not that was needed.. but I'm certain people would metagame TiDi into existance through that.
I'm not sure what more to say. Nobody likes being TiDi'd. I'm not going to try to convince you to like it. But you'll be able to anticipate it now. And in case it's not clear: Nullsec and Empire do not run on the same nodes, and they have not for many years. Fleets in Nullsec do thus not cause TiDi in Empire, or vice versa. They cause TiDi in other Nullsec systems. This means that under the old system a staging system from the north could be allocated to a node already running a staging system from the south. That can no longer happen. That's something, yeah?
This does not help with sudden escalations.
Absolutely not. This is a static load balancer that balances system between nodes at server startup. I'm actually reading a paper from some people at the University of Bonn about predicting destinations based on previous system jumps. It's pretty interesting but my brain now hurts. But if we could hook something like that in we could detect staging systems forming. We'd still not detect sudden escalations. Sudden escalations need dynamic load balancing if we're to handle them gracefully under the current CPU per User fingerprint.
What about reinforced nodes?
Reinforcing nodes means that we, usually, move that system to a single node that is running nothing other than that system. We currently have three nodes on standby for the premapper to use according to reinforcement requests. Any system marked for reinforcement, at startup, is completely excluded from this premapping process. They're effectively marked as "Fleet Fight Systems" rather than "Null Sec Systems" and thus the "Null Sec System" load balancing method will not include them.
Dynamic V Static Load Balancing.
As I mentioned dynamic load balancing would solve a lot of our issues. But there are massive hurdles to that happening. I know that sounds weird to some people that work in an environment where it's easy as pie. But that's not our environment. We simply are not in the state where we can move a system between nodes without offlining everyone first. Would we like to be in that state: Ofcourse! But we're not. So we're stuck with the static approach until that changes.
So instead we run three other spare nodes (that are not the fleet fight nodes mentioned above) that we can allocate systems to if we need to separate them from a system with a sudden escalation fight in it.
Why is Empire split from Null?
Because Empire has a completely different load fingerprint than Nullsec (Crimewatch has been mentioned). Players in Empire also have a fairly different behaviour than players in Nullsec. Wormhole space is also seperated from these two groups of systems for the same reasons.
Sadly I think we have to few WH space nodes allocated now. If Empire runs smoothly today and tomorrow then I'm thinking I'll move one or two empire nodes into the WH space rotation for a better weekend experience.
And now I have to run to a meeting (probably already too late by the time I finish editing this on the forums). Sorry if these answers feel a bit abrupt, I was in a hurry. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Gilbaron
Free-Space-Ranger Nulli Secunda
1146
|
Posted - 2013.12.04 15:35:00 -
[136] - Quote
wait,
Quote:Absolutely not. This is a static load balancer that balances system between nodes at server startup. I'm actually reading a paper from some people at the University of Bonn about predicting destinations based on previous system jumps. It's pretty interesting but my brain now hurts. But if we could hook something like that in we could detect staging systems forming. We'd still not detect sudden escalations. Sudden escalations need dynamic load balancing if we're to handle them gracefully under the current CPU per User fingerprint.
the university of bonn does papers about our jumps through TQ ?
is there any kind of support for university papers ? i might actually be interested (not on a technical level, but for markets or politics) We are recruiting german-speaking PVP players, contact me :)
Banner was used for this Post |
Verite Rendition
Rionnag Alba Triumvirate.
136
|
Posted - 2013.12.04 15:50:00 -
[137] - Quote
Thank you for the delicious technical details, Prism X. These are by far my favorite type of dev blogs. |
Vincent Athena
V.I.C.E.
2331
|
Posted - 2013.12.04 16:20:00 -
[138] - Quote
CCP Prism X wrote:..............We'll need to reduce the CPU footprint per user if we want to prevent Fleet TiDi (and my money is on that only increasing fleet sizes until TiDi becomes unbearable again).
Actually that's not always true. There are a finite number of people who want to be in big fleet fights. My guess is its around 10,000. If you could handle that many without TiDi then you would have solved the issue at this time. Keep improvements coming at the same rate as the game's population increases, and it will continue to be solved.
So what efforts are being done to reduce the CPU footprint per user? http://vincentoneve.wordpress.com/ |
Sentient Blade
Crisis Atmosphere
1071
|
Posted - 2013.12.04 16:22:00 -
[139] - Quote
I've mentioned it elsewhere, but why are these machines not virtualised (or are they?) surely something like vMotion would be able to move high-use systems onto dedicated hardware without the need to pause anything. |
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CCP Prism X
C C P C C P Alliance
1405
|
Posted - 2013.12.04 16:33:00 -
[140] - Quote
Vincent Athena wrote:So what efforts are being done to reduce the CPU footprint per user? I'm not privy to the plans of others, and have never been one to promise work on behalf of anyone other than myself. But I can totally tell you that I and RESCINDED just joined Gridlock to contribute to the Brain in a Box project.
That's of course a project outside our feature expansion release cycle. It's done when it's done. So I can't tell you anything more concrete than that. But feel free to berate me about it until then. I've got a hide as thick as my head. But I don't want you to do that to RESCINDED because that would be promising stuff on their behalf. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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CCP Prism X
C C P C C P Alliance
1405
|
Posted - 2013.12.04 16:41:00 -
[141] - Quote
Sentient Blade wrote:I've mentioned it elsewhere, but why are these machines not virtualised (or are they?) surely something like vMotion would be able to move high-use systems onto dedicated hardware without the need to pause anything.
Can I say "Because if it was that easy we'd have done it already" and leave it at that? I'd rather not try to elaborate on that very complex subject because I don't know everything about everything and I'd rather not accidentally lie to you. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Vincent Athena
V.I.C.E.
2331
|
Posted - 2013.12.04 16:43:00 -
[142] - Quote
Ive heard the words "Brain in a Box" quite a bit and seen vague descriptions of it having to do with preparing session change data on a separate node. But is there a full description somewhere? What it does, how much load it will remove, and so on? http://vincentoneve.wordpress.com/ |
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CCP Prism X
C C P C C P Alliance
1405
|
Posted - 2013.12.04 16:49:00 -
[143] - Quote
Vincent Athena wrote:Ive heard the words "Brain in a Box" quite a bit and seen vague descriptions of it having to do with preparing session change data on a separate node. But is there a full description somewhere? What it does, how much load it will remove, and so on?
It's meant to offload work currently being done by solar system nodes onto a different node, as well as to reduce the total amount of work needing to be done over and over again at certain time. How much it will offload is wholly dependant on the end result and how much of the current code is refactored into C.
I'm not sure if there are external sources with information for you. If I were at the office I could look something up for you or ask people. But I'm not. Perhaps I'll remember tomorrow! @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Mioelnir
Cataclysm Enterprises Easily Offended
184
|
Posted - 2013.12.04 16:58:00 -
[144] - Quote
Sentient Blade wrote:I've mentioned it elsewhere, but why are these machines not virtualised (or are they?) surely something like vMotion would be able to move high-use systems onto dedicated hardware without the need to pause anything. You really think a company, running the largest gaming cluster for over 10 years now would not have already bought a stock solution if it worked for them? Cute.
Not quite as cute as the requests to tweak this resource distribution to behave optimally for random load spikes, but still cute.
The load distribution was wacky even for the average/standard case; normal operation. This is what this devblog is about. It's a good fix.
Tracking the movement of large player groups to make better predictions ("yesterday 2000 EU players moved to within 10ly of a system with an EU timer today") could refine the method, I'd assume that process to have a lot of false positives though unless it has a way to be fed political metadata. And accounting for jumps, which give a lot less data points for the same path, will be horrible.
That said, collecting player populations for the distributions could provide some good insights. Less in the area of preallocating additional resources based on specific predictions, but giving less resources to a cluster of systems than it would receive by the traditional cpu metric, because the 500 people that lived there moved on - free'ing underutilized resources back into the pool earlier.
@ Prism X: Over what timeframe are the cpu metrics used for premapping collected? Could a single escalated fight in a usually empty system not skew the metrics, forcing the system to become reinforced the next day? Are outlier datapoints stripped?
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Mioelnir
Cataclysm Enterprises Easily Offended
184
|
Posted - 2013.12.04 17:05:00 -
[145] - Quote
Vincent Athena wrote:Ive heard the words "Brain in a Box" quite a bit and seen vague descriptions of it having to do with preparing session change data on a separate node. But is there a full description somewhere? What it does, how much load it will remove, and so on? I don't think there is much more information out there than the bits Veritas leaves all over the place (Fanfest talks, forums etc). But it boils down to solar system nodes currently rebuilding and applying the skill modifiers of each pilot all the time / too often / badly distributed. So he wants to build a service that does that centrally for all solar system nodes, so a node can just request the ready-2-use memory datastructure of player's fully modified ship stats and start computing with it.
My understanding of the bits and pieces I picked up. Slippery when wet. Yadda yadda. |
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CCP Prism X
C C P C C P Alliance
1405
|
Posted - 2013.12.04 17:08:00 -
[146] - Quote
Mioelnir wrote:@ Prism X: Over what timeframe are the cpu metrics used for premapping collected? Could a single escalated fight in a usually empty system not skew the metrics, forcing the system to become reinforced the next day? Are outlier datapoints stripped?
It's really not as sophisticated as it should be. Essentially we do know the load from hardware metrics but have to split that load between the many different systems running on the node. To do that we store the time it takes one simulation loop (IIRC, I am not in the office and don't feel like VPNing) to finish for a given system. Using the ratios between that we can estimate the % load that belongs to that system and we use that to evolve the value.
Outliers are factored in here, I'm not sure if it would be a good idea not to as they can be indicative of staging systems. Some outliers are however ignored like any system that's been moved to the Incursion load balancing group will be ignored while it is there (again IIRC). So a single escelated fight will skew the system for a bit, but it will then start regressing again.
This code has pretty much not been touched. I did a minor change to it when we first started noticing empire going all whack. It used to assign load by number of jumps and docks in a system but that's in no way related to the load an empire system will sustain. It might have worked for nullsec, but nullsec runs either cool or burning hot so trying to find the perfect balance there is an exercise in futility. We need fleet fighter prediction tools for that and the ones we currently have are riddled with false positives and have been turned off.
But yeah, this is the first step of many we need to do just for the static balancer. Changing the load evolution will probably be the next one. BiB comes first tho. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Rammix
TheMurk
175
|
Posted - 2013.12.04 17:21:00 -
[147] - Quote
You should use this on in-system level. I mean split each solar system into several pieces each assigned to a different node. This could decrease max TiDi levels for huge battles (like 2k people in local) very significantly. For more clarity, this would mean that if 2 huge fighting groups in the same system were in different parts of the system (e.g. planet 1 and planet 7) they would be on different nodes and each node would have much lower level of TiDi. I think you should seriously think about something like this, because currently TiDi kills the most of fun in epic battles. OpenSUSE 12.2, wine 1.5 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
Mioelnir
Cataclysm Enterprises Easily Offended
184
|
Posted - 2013.12.04 17:27:00 -
[148] - Quote
Rammix wrote:... because currently TiDi kills the most of fun in epic battles. No. TiDi resuscitates fleet fight fun, keeping it alive but not entirely healthy.
What we had before ritualistically pillaged and dismembered fleet fight fun. |
Lors Dornick
Kallisti Industries Solar Assault Fleet
777
|
Posted - 2013.12.04 17:57:00 -
[149] - Quote
CCP Prism X wrote:Vincent Athena wrote:Ive heard the words "Brain in a Box" quite a bit and seen vague descriptions of it having to do with preparing session change data on a separate node. But is there a full description somewhere? What it does, how much load it will remove, and so on? It's meant to offload work currently being done by solar system nodes onto a different node, as well as to reduce the total amount of work needing to be done over and over again at certain time. How much it will offload is wholly dependant on the end result and how much of the current code is refactored into C. I'm not sure if there are external sources with information for you. If I were at the office I could look something up for you or ask people. But I'm not. Perhaps I'll remember tomorrow!
What "Brain in a Box" actually means, how it will be implemented and what it will mean to Eve is most likely boxed into CCP Veritas brain. ;) CCP Eterne: Silly player, ALL devs are evil. CCP Fozzie: When Veritas describes a programming challenge as "very hard" I tend to believe him.
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Rammix
TheMurk
175
|
Posted - 2013.12.04 18:12:00 -
[150] - Quote
Mioelnir wrote:Rammix wrote:... because currently TiDi kills the most of fun in epic battles. No. TiDi resuscitates fleet fight fun, keeping it alive but not entirely healthy. What we had before ritualistically pillaged and dismembered fleet fight fun. That's why I said "the most of". They should've seriously thinked about further splitting the basic pieces - from systems down to slices of systems - long time ago. Don't know why they still keep to the system-based approach in 2013. Currently the perfect way would be - area-based in-system load distribution between nodes: let's say there is 3 areas in the system split between 3 nodes, if the new grid is created "geographically" in the 1st area then players who warp into that area get into the 1st node. This would bring inter-node travel inside one system, somewhat similar to gatejump, but I think it could be animated smoothly with some short delay in-warp. Such thing could be done to all systems, or maybe for the start just to the reinforced ones. note: I'm not a programmer, just theoritizing from what I "know" about load balance between nodes. If I'm totally wrong please explain that. OpenSUSE 12.2, wine 1.5 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
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Andy Koraka
PonyWaffe Insidious Empire
20
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Posted - 2013.12.04 18:26:00 -
[151] - Quote
Maybe I'm misunderstanding something, but as far as I can tell this will only have a negative effect on the quality of game play in regards to already painful fleet combat.
Frankly I don't remember the last time I was in a full fleet and there wasn't heavy Ti-Di. Every time a solitary 250 man fleet jumps a gate the system spikes to 10% tidi for 30-45 seconds. Even if every fleet fight was on an individual reinforced node (reinforced nodes are the exception, not the rule) the issue of gate Tidi is going to be exponentially worse under the new regional scheme since every individual fleet in the area traveling to (or from) the combat system is going to be sequentially triggering gate lag that affects everyone on the same node. It's going to be a particularly painful change given the recent quality of life hits to the majority of fleet ships, there's nothing fun or engaging about staring at a warp tunnel for 10 minutes per system the entire trip home.
As far as the metagame is concerned, even without a published node map it's going to be exploited. For example in a defensive Sov war, if most of a region is on the same node it's not going to be hard to find a linked system by trial and error and dock/undock repeatedly to cascade the entire node (most of a region in the current scheme) into a sustained 10% tidi to discourage siege fleets from grinding structures.
Yes the old system wasn't perfect, but the guy ratting in an empty system halfway across EvE could have just moved over to a different system and continued ratting. Maybe this is the right solution for Empire where loads are usually steady from day to day but it's the wrong approach in Nullsec. |
Melek D'Ivri
617 Squadron
30
|
Posted - 2013.12.04 19:04:00 -
[152] - Quote
Pretty sure that explanation is as simple and easily understood as it gets, folks! |
Rammix
TheMurk
175
|
Posted - 2013.12.04 19:11:00 -
[153] - Quote
Seems they have nothing else to do. I can list up to 100 things that need dev time, they only need to ask. Where is damn WIS by the way? OpenSUSE 12.2, wine 1.5 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
Joshua Blue
3-Strikes Nulli Secunda
3
|
Posted - 2013.12.04 19:53:00 -
[154] - Quote
Best blog ever! |
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CCP Phantom
C C P C C P Alliance
3768
|
Posted - 2013.12.04 20:41:00 -
[155] - Quote
Gilbaron wrote:is there any kind of support for university papers ? i might actually be interested (not on a technical level, but for markets or politics) Yes, there is! It depends a bit on the type of research etc., but yes, in theory we can support academical research and did that in the past already. If you have serious interest and some specifics already in place, please contact the Community team (just send a support ticket with some details).
CCP Phantom - Senior Community Representative - Volunteer Manager |
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Tasha Saisima
State War Academy Caldari State
74
|
Posted - 2013.12.04 21:10:00 -
[156] - Quote
The busiest system needs to share a node with the least busiest system so fewer people are affected |
Dersen Lowery
Laurentson INC StructureDamage
859
|
Posted - 2013.12.04 21:35:00 -
[157] - Quote
Vincent Athena wrote:Ive heard the words "Brain in a Box" quite a bit and seen vague descriptions of it having to do with preparing session change data on a separate node. But is there a full description somewhere? What it does, how much load it will remove, and so on?
Based on what I remember from CCP Veritas talking about it:
The basic problem is that every time you do a session change, the new node has to query the database for all the information about you: skills, implants, clone, yadda yadda yadda. When 500 people undock, or jump a gate, that's 500 relatively large database queries at once, with the node twiddling its thumbs until the results come back (because it can't guess how your skills impact the particular fit of the particular ship you're flying, etc.). Boom, TiDi.
The "information about you" is the "brain." The "box" is a portable data structure--a cache, really, stored on a dedicated server--and so a handle to \where your brain is in the which box can be handed from one node to another when you change sessions. Database queries are then decoupled from session changes, and they can be done as needed, asynchronously. Suddenly, fleet undocks, docks, jumps, etc., no longer spike TiDi.
Also from memory, the next initiative after that decouples the notification system from the physics engine so that it can run on its own node. Then the physics engine only has to figure out what happened, and it can asynchronously call another process on another core (or node) to tell everyone on grid what happened. That will reduce the level of sustained TiDi caused by a major fleet fight. If that initiative has a cute name, I haven't heard it yet. Proud founder and member of the Belligerent Desirables. |
Sentient Blade
Crisis Atmosphere
1071
|
Posted - 2013.12.04 21:44:00 -
[158] - Quote
Mioelnir wrote:Sentient Blade wrote:I've mentioned it elsewhere, but why are these machines not virtualised (or are they?) surely something like vMotion would be able to move high-use systems onto dedicated hardware without the need to pause anything. You really think a company, running the largest gaming cluster for over 10 years now would not have already bought a stock solution if it worked for them? Cute.
"Stock Solution"?
I'm not sure you appreciate the complexity it would take to roll out such a massive deploy and use live migration all while pumping the entire local network through virtual switches.
Easy it isn't... |
Abdiel Kavash
Paladin Order Fidelas Constans
2135
|
Posted - 2013.12.04 21:47:00 -
[159] - Quote
Andy Koraka wrote:As far as the metagame is concerned, even without a published node map it's going to be exploited. For example in a defensive Sov war, if most of a region is on the same node it's not going to be hard to find a linked system by trial and error and dock/undock repeatedly to cascade the entire node (most of a region in the current scheme) into a sustained 10% tidi to discourage siege fleets from grinding structures. I wouldn't be too afraid of that. Keep in mind that intentionally putting extra load on the servers is a serious EULA violation. And since CCP are already closely monitoring system load, your docking shenanigans will show up as a big flare. And as soon as some dev looks closer and sees that there is no actual fighting associated with the extra load, you're in trouble.
People have been given warnings and bans in the past for all sorts of exploits trying to force a node to break. |
Mioelnir
Cataclysm Enterprises Easily Offended
184
|
Posted - 2013.12.04 22:54:00 -
[160] - Quote
Sentient Blade wrote:Mioelnir wrote:Sentient Blade wrote:I've mentioned it elsewhere, but why are these machines not virtualised (or are they?) surely something like vMotion would be able to move high-use systems onto dedicated hardware without the need to pause anything. You really think a company, running the largest gaming cluster for over 10 years now would not have already bought a stock solution if it worked for them? Cute. "Stock Solution"? I'm not sure you appreciate the complexity it would take to roll out such a massive deploy and use live migration all while pumping the entire local network through virtual switches. Easy it isn't... Environment integration and live rollout of a technology have nothing to do with it. First that technology has to solve your particular problem. And yes, VMware ESX / vMotion "live migration" is pretty much a stock solution as far as virtualization goes.
TQ "nodes" are not machines, they are processes. With each process serving multiple solar systems. For that reason, you can't move a high-use solar system by moving a virtual OS around.
As far as workarounds go, one could run one virtual server with a single process running a single solar system for every system, sure. With all the increased overhead that brings along with it. And I am equally sure some Dev at CCP evaluated that already. And the fact that they did not adopt it (or something similar) means it did not work for them.
And if all that is sorted out, the EVE server code runs at 1HZ. Freezing a node for 2 seconds to copy it over to somewhere else are 2 missed server cycles that the clients have to resynchronize with again. Which means a major redesign and rewrite of the network code on the client and server side.
For those kind of development resources, you need a really strong business case. And while dynamically reinforcing nodes is a nice target, we push those into TiDi as well. All the time. Which means it's essentially a band-aid. Not something you get a man-year of development effort approved for. |
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Sentient Blade
Crisis Atmosphere
1071
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Posted - 2013.12.05 01:18:00 -
[161] - Quote
Mioelnir wrote:Sentient Blade wrote:Mioelnir wrote:Sentient Blade wrote:I've mentioned it elsewhere, but why are these machines not virtualised (or are they?) surely something like vMotion would be able to move high-use systems onto dedicated hardware without the need to pause anything. You really think a company, running the largest gaming cluster for over 10 years now would not have already bought a stock solution if it worked for them? Cute. "Stock Solution"? I'm not sure you appreciate the complexity it would take to roll out such a massive deploy and use live migration all while pumping the entire local network through virtual switches. Easy it isn't... Environment integration and live rollout of a technology have nothing to do with it. First that technology has to solve your particular problem. And yes, VMware ESX / vMotion "live migration" is pretty much a stock solution as far as virtualization goes. TQ "nodes" are not machines, they are processes. With each process serving multiple solar systems. For that reason, you can't move a high-use solar system by moving a virtual OS around. As far as workarounds go, one could run one virtual server with a single process running a single solar system for every system, sure. With all the increased overhead that brings along with it. And I am equally sure some Dev at CCP evaluated that already. And the fact that they did not adopt it (or something similar) means it did not work for them. And if all that is sorted out, the EVE server code runs at 1HZ. Freezing a node for 2 seconds to copy it over to somewhere else are 2 missed server cycles that the clients have to resynchronize with again. Which means a major redesign and rewrite of the network code on the client and server side. For those kind of development resources, you need a really strong business case. And while dynamically reinforcing nodes is a nice target, we push those into TiDi as well. All the time. Which means it's essentially a band-aid. Not something you get a man-year of development effort approved for.
I'll take these in turn...
#1 Yes it's a stock solution, but it's method of deciding when to migrate guests between hardware isn't. You'd need some kind of real-time reporting from the solar system servers, collating, and then deciding what gets put on what hardware.
#2. You could go for this approach of 1 system per VM. In a virtualized system this would actually be rather easy to maintain and would provide the best real world gains for many-threads few-intensive workloads.
#3 If you have to freeze something for 2 seconds your migration code isn't working right. You should be able to migrate an entire VM over with maybe half a seconds pause, if that. Not that you actually miss them in the first place, their data just stays in the queue. The underlying VM has no idea at all it's been moved. |
Haseo Antares
Corollary Forest Fairytail.
57
|
Posted - 2013.12.05 03:41:00 -
[162] - Quote
Magic, got it. We currently have the world's greatest linguists and scientists trying to decode whatn++ you just said. |
Dersen Lowery
Laurentson INC StructureDamage
860
|
Posted - 2013.12.05 04:44:00 -
[163] - Quote
Sentient Blade wrote: The underlying VM has no idea at all it's been moved.
And since it's taken a nontrivial amount of time to move relative to the 1HZ physics engine, meaning that the odds are very good that your half a second will cross a tick boundary, that means that every move must be followed by a resync with adjacent systems to get everyone back on the same page, right? If one node is off by a server tick, how do you handle that? Proud founder and member of the Belligerent Desirables. |
Abdiel Kavash
Paladin Order Fidelas Constans
2136
|
Posted - 2013.12.05 04:52:00 -
[164] - Quote
Dersen Lowery wrote:Sentient Blade wrote: The underlying VM has no idea at all it's been moved. And since it's taken a nontrivial amount of time to move relative to the 1HZ physics engine, meaning that the odds are very good that your half a second will cross a tick boundary, that means that every move must be followed by a resync with adjacent systems to get everyone back on the same page, right? If one node is off by a server tick, how do you handle that? During TiDi different systems are not running in sync either.
(I'm not saying this as a proof that this will be easy, rather as anecdotal evidence for it.) |
Pak Narhoo
Splinter Foundation
1204
|
Posted - 2013.12.05 04:59:00 -
[165] - Quote
CCP Prism X, is there any relation between the "balanced universe" and the perceived unresponsiveness from this thread? |
NinjaTurtle
AQUILA INC Verge of Collapse
47
|
Posted - 2013.12.05 06:01:00 -
[166] - Quote
Great dev blog! Thanks so much for giving us insight into how you balance the clusters, I for one had been wondering what your process was for some time. Can't wait to see the results Co-host and editor of Declarations of War Podcast http://declarationsofwar.com Twitter- @schertt |
Rn Bonnet
Sniggerdly Pandemic Legion
20
|
Posted - 2013.12.05 08:09:00 -
[167] - Quote
Dersen Lowery wrote:Sentient Blade wrote: The underlying VM has no idea at all it's been moved. And since it's taken a nontrivial amount of time to move relative to the 1HZ physics engine, meaning that the odds are very good that your half a second will cross a tick boundary, that means that every move must be followed by a resync with adjacent systems to get everyone back on the same page, right? If one node is off by a server tick, how do you handle that?
Vmotion at least is truly transparent to the underlying VM. You will see a "pause" but incoming network packets etc. are not dropped ,just queued while the machine is in motion afaik. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2119
|
Posted - 2013.12.05 11:00:00 -
[168] - Quote
Rn Bonnet wrote:Dersen Lowery wrote:Sentient Blade wrote: The underlying VM has no idea at all it's been moved. And since it's taken a nontrivial amount of time to move relative to the 1HZ physics engine, meaning that the odds are very good that your half a second will cross a tick boundary, that means that every move must be followed by a resync with adjacent systems to get everyone back on the same page, right? If one node is off by a server tick, how do you handle that? Vmotion at least is truly transparent to the underlying VM. You will see a "pause" but incoming network packets etc. are not dropped ,just queued while the machine is in motion afaik.
Nope.
Set up a continuous ping of a VM, then vmotion it, and you'll see a couple of dropped packets. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
Cerulean Ice
EVE University Ivy League
49
|
Posted - 2013.12.05 15:25:00 -
[169] - Quote
I noticed a typo in the 3rd to last image, detailing how the x/y split works to better facilitate the repeated splitting in half. http://content.eveonline.com/www/newssystem/media/65499/1/wholePowerOfTwoSolution.jpg In the blue text for the 1st split, 85/64 is not 75.3%. 64/85 is, however. ^^ |
Cygnet Lythanea
World Welfare Works Association Independent Faction
316
|
Posted - 2013.12.05 16:43:00 -
[170] - Quote
It's nice to see work done on high sec, even if it took the servers burning up before CCP would admit that highsec exists... LOL
The Most Interesting Player In Eve. |
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Mioelnir
Cataclysm Enterprises Easily Offended
184
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Posted - 2013.12.05 21:03:00 -
[171] - Quote
About the 2 seconds: that's straight from the vendor. So while, in practice, it may not take more than half a second, you still need to design your cluster to be able to handle a 2 second move. Better yet, a 4 second move. If every client disconnects because a move took .7 instead of .5 seconds, you gained nothing.
And to the every solar system on its own VM: yes, that is rather easy to maintain - from the POV of the virtual infrastructure. But it means x30 more connections on the internal end of the session servers. It also means x30 more SQL sessions which probably can't be scaled down by x30. It also means a larger memory foorprint for the entire server (x30 more OS instances) and decreased cache efficiency. That's why I called it a workaround.
vMotion works nicely for applications which you can also loadbalance via IP failover. For protocols with standing connections and high degree of time synchronization - let's say it gets complicated fast.
Abdiel Kavash wrote:Dersen Lowery wrote:Sentient Blade wrote: The underlying VM has no idea at all it's been moved. And since it's taken a nontrivial amount of time to move relative to the 1HZ physics engine, meaning that the odds are very good that your half a second will cross a tick boundary, that means that every move must be followed by a resync with adjacent systems to get everyone back on the same page, right? If one node is off by a server tick, how do you handle that? During TiDi different systems are not running in sync either. (I'm not saying this as a proof that this will be easy, rather as anecdotal evidence for it.) The tick between different systems runs differently. It probably always has. While all TQ nodes will run with similar latencies against the same NTP to keep the cluster internal clocks sync'ed, I doubt CCP sync'ed the server tick. Unless they use a wallclock second to initialize the first tick after starting the process - which actually they might have, thinking about it.
But this is not really that important inside the cluster. There really only the wallclock has to be sync'ed so timestamps represent consistently the same to all involved. That can be handled, NTP solved that problem decades ago.
The move is much more likely to desync the tick-count between server and client dogma simulation. The clients would be some seconds ahead of the server. Here the server could: - skip forward to the clients, discarding input for the skipped ticks - skip forward, (try to) apply the entire input queue to the next processed tick - issue all clients to roll back to his tick, discarding input - signaling the clients a higher TiDi level than the server actually runs at until the it has caught up again In any case, the server would have to be notified by the infrastructure that it has been moved, since the eve clients are untrusted terminals and the server can not trust them even if every connected client agrees that the server-tick is off by the same offset.
Btw, I think it's awsome that we as players sit here talking about TQ's cluster architecture. |
Diomedes Calypso
Aetolian Armada
187
|
Posted - 2013.12.06 06:11:00 -
[172] - Quote
These sorts of blog posts make me love the game even though I tend to think of a python as a snake in the amazon or a pet snake around someone's neck at a park in Berkeley California.
Respect for the intelligence and knowledge of the users.
Treating us like adults.
I love that the company has so firmly decided (lol yes, since the 1000$ pants debacle) not to assume that people who don't really grasp more than the broad strokes will be put off by "too much detail"/
Yes I do understand the clusters and understand deviations and balancing etc but get lost or glazed eyed a bit deeper. I love that I'm told more than I want to know on some topics but can suck in the details on topics I'm interested in (start talking the velocity of money and I get real interested)
And .. heck.. I can always start researching terms I don't understand and enjoy the whole thing and be more knowledgeable about computers from playing the game ! . |
Blue Harrier
144
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Posted - 2013.12.06 15:40:00 -
[173] - Quote
Can I just pop in and say having read all 9 pages of this thread I wish more threads were like this on the forums.
Constructive talking among a diverse group of some very and some not so very knowledgeable members, no one having tantrums, throwing teddies out of prams, nothing but reasoned arguments.
Some putting forward what ifGÇÖs, others debating and showing why this would not be possible but leaving room for further debate in case they missed something.
Must be the spirit of Christmas or something, well done to all.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |
Katrina Bekers
Rim Collection RC Sorry We're In Your Space Eh
191
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Posted - 2013.12.06 17:13:00 -
[174] - Quote
Steve Ronuken wrote:Nope.
Set up a continuous ping of a VM, then vmotion it, and you'll see a couple of dropped packets.
Ping is connectionless and has a timeout of 3 seconds.
A TCP connection is - duh! - connection based, and usually the timeout is at 30 seconds.
Perfect? No.
But a dropped ping doesn't necessarily mean a dropped connection. << THE RABBLE BRIGADE >> |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2129
|
Posted - 2013.12.06 17:50:00 -
[175] - Quote
Katrina Bekers wrote:Steve Ronuken wrote:Nope.
Set up a continuous ping of a VM, then vmotion it, and you'll see a couple of dropped packets. Ping is connectionless and has a timeout of 3 seconds. A TCP connection is - duh! - connection based, and usually the timeout is at 30 seconds. Perfect? No. But a dropped ping doesn't necessarily mean a dropped connection.
It does mean dropped packets though. /That/ is what I was saying. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |
Rain6637
Team Evil
6757
|
Posted - 2013.12.06 21:34:00 -
[176] - Quote
wormhole mass accumulation needs to be looked at, specifically: how it relates to traffic control. traffic control prevented a wormhole jump, giving me a "you will be cleared to jump within the next X seconds," but also counted my ship's mass against the remainder on the hole, subsequently shutting it down while I stared at a traffic control timer. if quiet systems = sisi-esque dropped jump attempts, the least consideration you could also make is preventing dropped jumps from contributing to wormhole mass limits. Rainfleet on Twitch |
Rain6636
Team Evil
823
|
Posted - 2013.12.07 00:43:00 -
[177] - Quote
I've submitted a bug report, referencing the dev blog, and outlining the scenario in which traffic control will reject a wormhole jump while the ship's mass is still counted toward the hole's mass limit (as if the jump was successfully made). I can't find a bug report number to list here. Rainf1337 on Twitch |
Jessica Danikov
Clan Shadow Wolf Fatal Ascension
144
|
Posted - 2013.12.07 13:20:00 -
[178] - Quote
Andy Koraka wrote:Maybe I'm misunderstanding something, but as far as I can tell this will only have a negative effect on the quality of game play in regards to already painful fleet combat.
Frankly I don't remember the last time I was in a full fleet and there wasn't heavy Ti-Di. Every time a solitary 250 man fleet jumps a gate the system spikes to 10% tidi for 30-45 seconds. Even if every fleet fight was on an individual reinforced node (reinforced nodes are the exception, not the rule) the issue of gate Tidi is going to be exponentially worse under the new regional scheme since every individual fleet in the area traveling to (or from) the combat system is going to be sequentially triggering gate lag on the same node. It's going to be a particularly painful change given the recent quality of life hits to the majority of fleet ships, there's nothing fun or engaging about staring at a warp tunnel for 10 minutes per system the entire trip home.
As far as the metagame is concerned, even without a published node map it's going to be exploited. For example in a defensive Sov war, if most of a region is on the same node it's not going to be hard to find a linked system by trial and error and dock/undock repeatedly to cascade the entire node (most of a region in the current scheme) into a sustained 10% tidi to discourage siege fleets from grinding structures.
Yes the old system wasn't perfect, but the guy ratting in an empty system halfway across EvE could have just moved over to a different system and continued ratting. Maybe this is the right solution for Empire where loads are usually steady from day to day but it's the wrong approach in Nullsec.
The changes made haven't done much to change this problem significantly- both systems create large areas of connected systems that are all on a single node, the new one just ignores constellation boundaries and balances the (predicted) load across nodes better, while also ensuring all solar systems on a node are fairly local to each other. At worst, it may make the contiguous spaces a little larger.
The static mapper could do a lot more for this issue by striping nodes if the difference between intra-node and inter-node jumps really is significant (especially when scaled up) and the efforts to do so should be fairly minimal. If not, the Brain in a Box is going to be the next big advance in that area. |
Rain6636
Team Evil
824
|
Posted - 2013.12.07 20:10:00 -
[179] - Quote
still waiting for confirmation that failed wormhole jumps with traffic control messages count against the wormhole mass, but will be looked into. (meanwhile there will be support tickets, handled by uninformed customer service staff) Rainf1337 on Twitch |
Alex Logan
Brutor Tribe Minmatar Republic
11
|
Posted - 2013.12.07 23:06:00 -
[180] - Quote
I don't think we should trust CCP Prinsm X.
I don't think libras are serious and trustworthy.
Sorry but I won't read your stuff. |
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James Amril-Kesh
4S Corporation Goonswarm Federation
6713
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Posted - 2013.12.07 23:22:00 -
[181] - Quote
Christ, these changes are awful. "We noticed that inter-node jumps are less expensive than intra-node jumps" And then proceeds to put adjacent systems on the same node to increase intra-node jumps. Latest video - Pandemic Legion titan and supers killed |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2131
|
Posted - 2013.12.07 23:50:00 -
[182] - Quote
Rain6636 wrote:still waiting for confirmation that failed wormhole jumps with traffic control messages count against the wormhole mass, but will be looked into. (meanwhile there will be support tickets, handled by uninformed customer service staff)
Why referencing this dev blog?
As it has nothing to do with wormhole jumps, just which nodes start up on what hardware at the end of downtime? Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |
Rain6636
Team Evil
824
|
Posted - 2013.12.08 00:18:00 -
[183] - Quote
because this change might be the reason for traffic control messages when attempting to make wormhole jumps. fewer nodes = standby mode which causes jump attempts to fail, with a traffic control message similar to the ones you'll experience on the test server. the problem with this condition is the failed jump also counts against the wormhole's mass limit, even though the jump was unsuccessful. This leads to unexpected wormhole collapse due to mass limitations that are reached prematurely. The inaccurate mass accumulation after failed jumps is the issue, beyond the inconvenience of needing to re-attempt wormhole jumps because the node was unprepared. This dev blog was referenced because internally, within CCP, it's not guaranteed everyone has up-to-date knowledge of changes such as CCP Prism X's node remapping dev blog. Without knowledge of such a change, employees of CCP and players are likely to assume wormhole mass limitations are handled correctly, without any cause to believe otherwise.
The traffic control message is a preexisting condition, and is made worse by the reduced number of nodes dedicated to w-space.
to put the severity of this into perspective, a wormhole with a 3 billion kg mass limit can handle 3 capitals. with a failed jump attempt due to traffic control, the wormhole can only handle 2, after the first capital's mass was inaccurately counted against the wormhole's mass limit. Rainf1337 on Twitch |
Rain6636
Team Evil
831
|
Posted - 2013.12.08 07:09:00 -
[184] - Quote
The jump sequence I mentioned:
a set of 3 orcas jump through a 3 billion kg wormhole for two round trips. at a quarter-billion kg each, this sequence of orca jumps will close a 3 billion kg wormhole very cleanly.
normally, simultaneously ("jump jump jump... jump jump jump"):
orca 1 - jump out - jump in orca 2 - jump out - jump in orca 3 - jump out - jump in
return to pos to wait out the polarization timer, and repeat
orca 1 - jump out - jump in orca 2 - jump out - jump in orca 3 - jump out - jump in
and the hole is closed.
on the 6th of December, the sequence looked like:
orca 1 - jump out - jump in orca 2 - jump out - jump in orca 3 - jump out - jump in
return to pos to wait out the polarization timer, and repeat
orca 1 - jump out - jump in orca 2 - jump out - jump, traffic control: you are cleared to jump in 120 seconds, the wormhole closes before your jump completes orca 3 - jump out - jump, traffic control: you are cleared to jump in 120 seconds, the wormhole closes before your jump completes
the unusual part about this sequence is the traffic control notification. the math and prior experience suggests the jumps would be successful. I could be wrong, but my bug report is unanswered (and i have not received the email to say it is a known bug, or that it is new and has been added to the list of bugs).
I run my clients on separate screens, and my jumps were nearly simultaneous. If wormhole mass accumulation and session changes are handled separately, and there are conditions where jumps fail while mass is still counted, it would explain the bug.
I'm bad at explaining things sometimes. is there anything unclear about the situation i'm describing Rainf1337 on Twitch |
Rain6636
Team Evil
842
|
Posted - 2013.12.08 10:44:00 -
[185] - Quote
sorry about the triple post, this is something I found (all I've found so far).
https://forums.eveonline.com/default.aspx?g=posts&m=777940#post777940
Quote:I could go track down an engineer if you want a totally firm answer, but my understanding is that the client is waiting for the server when jumping rather than vice versa. It's only when the *server* has finished the transfer and told the client it's OK to go ahead and load that it finishes the transaction and deducts the mass, and jump requests are not completed strictly in the order they were requested. (CCP Greyscale)
if that answer could be updated to include how traffic control fits in, that would be greeeeat Rainf1337 on Twitch |
Mr Beardsley
Royal Amarr Institute Amarr Empire
25
|
Posted - 2013.12.11 12:26:00 -
[186] - Quote
Highsec should have its own server infrastructure. Better yet, it should be a separate game. All EVE problems solved. |
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CCP Prism X
C C P C C P Alliance
1431
|
Posted - 2013.12.11 15:42:00 -
[187] - Quote
I dislike leaving things hanging.
Wormhole Mass reduction is well outside of the scope of my work. Obviously mass should not be decreased on a denied jump but that should be bug reported through the proper channels so that it receives proper due diligence. Apparently this has been BR'd already so YAY!
Libras are not trustworthy. We're extremely dodgy characters who seem to be willing to adopt any side of everything for the sake of whatever deviant impulses drive us at that given moment.
I do believe everything else has been covered already in previous posts.
Fly safe... ..ish! @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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Rain6637
Team Evil
7082
|
Posted - 2013.12.12 00:46:00 -
[188] - Quote
CCP Prism X wrote:I dislike leaving things hanging. Wormhole Mass reduction is well outside of the scope of my work. Obviously mass should not be decreased on a denied jump but that should be bug reported through the proper channels so that it receives proper due diligence. Apparently this has been BR'd already so YAY! Libras are not trustworthy. We're extremely dodgy characters who seem to be willing to adopt any side of everything for the sake of whatever deviant impulses drive us at that given moment. I do believe everything else has been covered already in previous posts. Fly safe... ..ish! tyty o7 o7 Rainfleet on Twitch |
Jessica Danikov
Clan Shadow Wolf Fatal Ascension
150
|
Posted - 2013.12.12 19:20:00 -
[189] - Quote
CCP Prism X wrote:I do believe everything else has been covered already in previous posts.
So is there going to be any investigation into whether static striping of nodes will give better performance for large fleets moving through systems because of the inter- vs. intra- node thing? |
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CCP Prism X
C C P C C P Alliance
1432
|
Posted - 2013.12.13 08:19:00 -
[190] - Quote
No. Distributing connected solar systems between different nodes will not make any load dissapear. It will just move it elsewhere. Perhaps I wasn't clear enough when I said that intra-jumps were more expensive: It's more expensive for that specific node as it will have to do both the tasks. Jumping between nodes does not magic away some part of the work that needs to be done. It's just done by two nodes. Remember: We do not want a fleet in the south to cause TiDi in the north.
And to reiterate this point: This is not about reducing load, it's about using currently available resources more efficiently. I've already started on another project, that will take some time, that is aimed at actually reducing load generated per client. It will also most probably end up in offloading much work from the system nodes to other nodes thus making any work put into "no adjacent systems on the same node" redundant. I'd rather just start working on an actual performance boost rather than attempting to satisfy unpredictable spike load with a static load balancer. @CCP_PrismX EVE Database Developer and Expert Ranter Member of a Different Team, every day. |
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James Amril-Kesh
4S Corporation Goonswarm Federation
6948
|
Posted - 2013.12.16 02:16:00 -
[191] - Quote
CCP Prism X wrote:No. Distributing connected solar systems between different nodes will not make any load dissapear. It will just move it elsewhere. Perhaps I wasn't clear enough when I said that intra-jumps were more expensive: It's more expensive for that specific node as it will have to do both the tasks. Jumping between nodes does not magic away some part of the work that needs to be done. It's just done by two nodes. Remember: We do not want a fleet in the south to cause TiDi in the north. Who cares about some random system in bum **** egypt? When you have adjacent systems all on the same node, that makes the game even more unplayable than it was previously. It makes the issue of moving large fleets even worse than it was before.
Seriously, what the hell were you thinking? You clearly have no idea how people actually play this game. Latest video - Pandemic Legion titan and supers killed |
James Amril-Kesh
4S Corporation Goonswarm Federation
6948
|
Posted - 2013.12.16 02:19:00 -
[192] - Quote
Hope the pubbie retards are happy. Latest video - Pandemic Legion titan and supers killed |
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