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Merge/Stop Splitting Check on January 1st? #1018
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Okay, I will post the logs here from that entire period, for closer study. Just a sec. |
Okay, here's the whole year of 2023, plus around the new year of 2024, entirely:
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So it split at 130, and then unsplit later when the population of both servers together dropped below 65. This seems okay to me. There was a 3.5 hour gap between the split and unsplit, which also seems fine. The weird thing is that the population jumped back up to 130 just a few hours later? Actually, 1:45 later? How is that possible? If you can investigate that, it would be great. Maybe the tally of 65 on Jan 01, 2024 11:28:03 PM is not correct? |
I wonder if one serve showed up as "offline" during that time for some reason, so only one of the servers contributed to the total sum at that moment? |
No, wait, the code handles the case of a server being offline...
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This seems possible. I think I read on the discord reports of people seeing more "offline" servers than usual. I sometimes see that for low population servers, but they usually come back up when I ping it again. But, what people were saying on the discord, I think a little before that, seemed different. |
…t spreading or stop spreading. Part of #1018
I'm also checking these timestamps against the lifeLogs, which show the population. |
Okay, in the BS2 life log, around the time of this split:
I'm seeing a BS2 pop peaking around 127. So the 130 is coming from other people playing on low-pop servers. Then at the time of this unsplit:
I'm seeing 65 on BS2.... and 50 on S1. So you're right, there's some kind of bug here! |
… trying to connect again to an offline server and succeeding. This doesn't seem like it will actually fix the problem described in #1018, but it's the correct thing to do anyway.
I can't figure out the bug in the reflector code after looking at it closely. I have added some extra logging that should help in the future. However, we'll unfortunately have to wait for another big population surge AND whatever weird thing happened to Server1 to cause the reflector not to see its population to get more info. |
If by "prisoners" you mean those in donkeytown, those players do get included in the servers player count on the reflector and in YumLife mod. Also, tutorial players count. The number in the upper right corner of YumLife mod can be one less than the number of players on a server, if you find the correct option (you as a player do not get included in that number). |
I also did a lot of local testing with the stressTestClients, so I could change the number of players on my local test servers at will, and see how the reflector behaved. It seemed to be working correctly in all cases.... but clearly, something's still wrong based on what happened on April 28, 2024. |
I opened this issue on January 1st. I know, because one of the lineages was Yearby, and some private discord messages where I can see dates. You put some logs here, but not from the new year.
I poorly described the issue, and talked about splitting, and you responded by talking about how splitting works. But, the source of the issue, I suspect, came not from splitting, but what the numbers looked like during the 'merge' (equivalently 'stop splitting') period.
A while back you said:
Which, I think, were the settings on January 1st.
However, the data I have, linked in the first link above, suggests the merge happened too early, because the total of bs2 and s1 doesn't seem likely to have reached 63. The numbers in the second comment suggest to me another split, which suggests that unintentional ping-ponging happened, because the merge happened too early, instead of at 63 total players.
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