• HLStatsX:CE Update: We've narrowed down some of the bottlenecks affecting HLStats and it appears to be performing significantly better now - we'll continue monitoring and tuning things over the next little while. ~VintagePC

Shoutbox Archive Thread (slow Load - Long Posts)

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The backend HLX stuff all looked fine yesterday - moderate CPU usage and whatnot. But since it's all UDP traffic I wouldn't be surprised if it is just getting swamped by all the players checking server status and trying to get in at the moment. There are also some known limitations because while the engine is now more tf2 friendly it's not quite 100% so some weirdness may be expected. If it continues being an issue there may be some stuff I can shuffle around to improve things
 
the hlx event delays got a bit better than this morning but still take a while to show up and not all events either
 
it still thinks im at 79:70 kd for the day while i did at least 300+ frags that i can count in my head
 
hmm... is it all servers or just a few of them?
 
oh and also it now seems to give you 1 point per action for reflecting and extinguishing which i don't think were a thing before so that might be a slight additional processing overhead >_>
 
hold on vintage, you are missing out"" line, i think we have a scrim with pencils because all of arrons contacts either moved up to silver or their team disbanded and smokey is a farce
 
Yeah that shouldn't be too much added overhead. Previously there was a customized version of superlogs for tf2c, but now we are just using superlogs-tf2 which could explain the added points
 
I probably won't get to it today but tomorrow I may try moving the event listener daemon from the backend server over to each of the gameserver machines. That way the bulk of the event logging traffic doesn't go anywhere and only the DB traffic needs to use the network
 
yeah I am troubleshooting it trying to find the bottleneck
 
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