Title: 26+ players server crash Post by: RMF on October 15, 2009, 01:28:01 AM I got this eversince I run servers, but it never was a real problem. But now I want to organise a big match (for OAchallenge (http://oachallenge.webs.com)) where probably will me more players than my 26 limit. This is a part of the console log when testing with some bots:
Quote addbot assassin 5 blue loaded cached skill 5.000000 from bots/default_c.c loaded cached skill 5.000000 from bots/sergei_c.c ClientConnect: 26 ClientUserinfoChanged: 26 n\Assassin\t\0\model\assassin\hmodel\assassin\c1\4\c2\5\hc\100\w\0\l\0\skill\ 5.00\tt\0\tl\0 broadcast: print "Assassin^7 connected\n" broadcast: print "Assassin^7 entered the game\n" ClientBegin: 26 Kill: 12 16 3: Assassin killed Assassin by MOD_MACHINEGUN Item: 3 ammo_lightning Item: 1 ammo_lightning Item: 20 item_health Item: 20 item_health Item: 2 item_health Item: 26 weapon_plasmagun Item: 2 item_health Item: 19 weapon_rocketlauncher Item: 1 weapon_lightning Kill: 18 8 3: Assassin killed Assassin by MOD_MACHINEGUN Award: 18 1: Assassin gained the EXCELLENT award! addbot assassin 5 blue ******************** ERROR: G_Alloc: failed on allocation of 9088 bytes ******************** ----- Server Shutdown (Server crashed: G_Alloc: failed on allocation of 9088 bytes ) ----- Sending heartbeat to dpmaster.deathmask.net Sending heartbeat to dpmaster.deathmask.net ==== ShutdownGame ==== ShutdownGame: ------------------------------------------------------------ AAS shutdown. Because it couldnt allocate the space I tried making the memory space bigger (com_hunkmegs;soundmegs;zonemegs all doubled or more), but that doesn't help. I got 3GB RAM at home, and where I just tried 4GB so that's not the problem.. Anyone another idea? Btw I think it's possible because I saw ROFL|chatroom has 42 slots. Never seen it filled up though (once 20 or something, never more).. Thanks in advance for any help :) RMF Title: Re: 26+ players server crash Post by: andrewj on October 15, 2009, 05:38:18 AM It seems the G_Alloc() memory is hard-coded at 256K and cannot be changed by console vars. You would have to compile your own qvms.
From code/game/g_mem.c : Code: #define POOLSIZE (256 * 1024) Title: Re: 26+ players server crash Post by: Cacatoes on October 15, 2009, 05:39:33 AM There isn't anything special on Chatroom, fill it and that'll explode ;)
Title: Re: 26+ players server crash Post by: sago007 on October 15, 2009, 10:25:37 AM Btw I think it's possible because I saw ROFL|chatroom has 42 slots. Never seen it filled up though (once 20 or something, never more).. Bots require more memory than normal clients. G_Alloc is only used on bots.Title: Re: 26+ players server crash Post by: RMF on October 15, 2009, 01:57:53 PM ah okay, thanks all :)
Title: Re: 26+ players server crash Post by: Marble of Doom on October 15, 2009, 05:45:11 PM Sweet, can't wait to play!
Title: Re: 26+ players server crash Post by: davidd on November 14, 2009, 06:40:10 AM As soon as this is fixed i am going to run a splatter server, with 63 lowrank bots and only big maps haha
i think since the "128Mb is lots of mem" 1999 Q3 era, we can have more than 256K reserved for this how about 1M? 26*4 = 104 players (should be enough for everyone). I heard from DSD that only bots alloc this mem, with so many client connecitons it did not crash. Title: Re: 26+ players server crash Post by: RMF on November 14, 2009, 02:13:06 PM i think since the "128Mb is lots of mem" 1999 Q3 era, we can have more than 256K reserved for this how about 1M? 26*4 = 104 players (should be enough for everyone). We probably don't reach 104 players online on average so 100 player spots should be enough :PTitle: Re: 26+ players server crash Post by: davidd on November 16, 2009, 07:37:08 PM maybe we can have way bigger maps that could support bigger player numbers?
I think it would be fun, if the server and network dont lag too much because of the amounts of information transmitted. |