The International Simutrans Forum

Community => Game Servers => Topic started by: Ashley on November 23, 2012, 12:36:35 AM

Title: c.64.simutrans.entropy.me.uk
Post by: Ashley on November 23, 2012, 12:36:35 AM
Currently running Simutrans stable 112.1 (r6212) with pak64 112.1.

Download Simutrans and pakset from: http://forum.simutrans.com/index.php?board=3.0 (http://forum.simutrans.com/index.php?board=3.0)

This server is accessible over both IPv4 and IPv6.

The server will pause when no clients are connected.

Screenshot of the map:

(http://entropy.me.uk/simutrans/server/sim64c/current_map.png)


Previous savegames can be found here, listed by the date when the server was shut down:

http://entropy.me.uk/simutrans/server/sim64c/archive/ (http://entropy.me.uk/simutrans/server/sim64c/archive/)
Title: Re: c.64.simutrans.entropy.me.uk
Post by: paichtis on November 23, 2012, 03:46:03 PM
C is down again. Perhaps we should make a thread about this server ?
Edit : it's up again
Title: Re: c.64.simutrans.entropy.me.uk
Post by: edson on November 23, 2012, 05:26:38 PM
Server C: Players blocking other players ways/factories.
Screenshot: Look he trying to block my way. He blocking tunnels/bridges.

(http://i1078.photobucket.com/albums/w499/edsonwl/simscr00-1.png)
Title: Re: c.64.simutrans.entropy.me.uk
Post by: prissi on November 23, 2012, 09:00:27 PM
Maybe simutrans needs to allow the removal of infrastructure when no convoi passed ever and more than two month passed since laying or so ...
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Ashley on November 23, 2012, 11:03:47 PM
Sounds like a reasonable solution to me.
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Fifty on November 24, 2012, 12:29:14 AM
It's often necessary to reserve track for an expanded station or double track line, else someone will build a small bridge nearby and you won't be able to complete your line. I also like to build big sections of track one evening and place trains the next day. I think most of the time this is done in good faith. Moreover, it should not be as big an issue once we can build stations in tunnels again online...
Title: Re: c.64.simutrans.entropy.me.uk
Post by: prissi on November 24, 2012, 09:39:10 PM
Other solution for the screenshot will be a drastic increase of the alter land costs by a factor of ten or more.
Title: Re: c.64.simutrans.entropy.me.uk
Post by: paichtis on November 25, 2012, 12:36:24 AM
Quote from: prissi on November 24, 2012, 09:39:10 PM
Other solution for the screenshot will be a drastic increase of the alter land costs by a factor of ten or more.
I'm all for it as I (and others) over use alter land but it won't change anything after a few years of game time.
Title: Re: c.64.simutrans.entropy.me.uk
Post by: edson on November 25, 2012, 02:58:56 AM
I created a escape to the Chemical Plant, but, I'm stopping playing on this server, there is a player monopolizing it with overpowered stations. :)
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Fifty on November 25, 2012, 03:55:11 AM
Quote from: edson on November 25, 2012, 02:58:56 AM
there is a player monopolizing it with overpowered stations. :)

This is, I think, the bigger issue when netgaming-- that whatever player has a larger station at a particular industry tends to get all of the output until that station gets crowded, regardless of whether other players have better routes.
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Dwachs on November 25, 2012, 12:38:22 PM
Quote from: Fifty on November 25, 2012, 03:55:11 AM
This is, I think, the bigger issue when netgaming-- that whatever player has a larger station at a particular industry tends to get all of the output until that station gets crowded, regardless of whether other players have better routes.
Could you open a thread about this as extension request?
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Grupo Rodrigus on November 28, 2012, 09:35:24 PM
Good evening, folks!

It was nice playing with you all as Cunhambebe Transportes Ltda. I decided to leave my company open - someone has already taken it - after a weekend full of connection crashes (i heard it doesn't happen to anyone else, so I credit it to my poor countryside Brazilian 3G connection).
Besides saying "hello" and "thanks" to all of you, I'd like to make some simple suggestions:
* If possible, please create a "D" server, since all existing servers are unavailable for new players.
* The public sector could create public passenger stops/terminuses in main towns, in order to facilitate integration between passengers of different cities/companies.

Cheers!
Title: Re: c.64.simutrans.entropy.me.uk
Post by: IgorEliezer on November 28, 2012, 11:32:08 PM
Quote from: Grupo Rodrigus on November 28, 2012, 09:35:24 PM
Besides saying "hello" and "thanks" to all of you
/me waves back. :)
Title: Re: c.64.simutrans.entropy.me.uk
Post by: edson on November 28, 2012, 11:51:12 PM
Wow, the server is full right now, can't play;  :police:

Quote from: Grupo Rodrigus on November 28, 2012, 09:35:24 PM
* If possible, please create a "D" server, since all existing servers are unavailable for new players.

I has thinking about it, maybe Simutrans team can add a extension to reset a player slot if there is no movement like new lines, vehicles, any work or days without visit.
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Fifty on November 29, 2012, 03:38:20 AM
Quote from: edson on November 28, 2012, 11:51:12 PM
I has thinking about it, maybe Simutrans team can add a extension to reset a player slot if there is no movement like new lines, vehicles, any work or days without visit.

This has been suggested a few times before, I've formalized an extension request finally: http://forum.simutrans.com/index.php?topic=10961.msg106101;topicseen#msg106101. (http://forum.simutrans.com/index.php?topic=10961.msg106101;topicseen#msg106101)

Edit: Someone's already locked all of the remaining players on b.64...
Title: Re: c.64.simutrans.entropy.me.uk
Post by: prissi on November 29, 2012, 03:13:26 PM
I thought that was implemented already quite some time ago. But should not hard to realize. Unfourtunately this will not affect games with autopause.
Title: Re: c.64.simutrans.entropy.me.uk
Post by: paichtis on December 05, 2012, 10:00:56 AM
There is no way to stay connected to this server more than a few seconds.
I'd fill a bug report but my gut feeling is that it is somehow related to the either the underground bug or the port bug already fixed in the nightlies.
Title: Re: c.64.simutrans.entropy.me.uk
Post by: TurfIt on December 05, 2012, 08:50:19 PM
I can run this save using 112.0 on a local server with no issues, not likely something fixed in the nightlies.
Connecting to the c. server results in a simrand mismatch on the third NWC_CHECK. Always the third.
Since I have no problem locally, there's no way to track further...
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Ashley on December 05, 2012, 10:15:35 PM
Hm, I can run these servers using nightly builds but then the issue is that it increases the barrier to entry for the average player. I do have it automated to the point where upgrading them every time the map changes wouldn't be too hard (but then players would have to upgrade Simutrans every 3 weeks or so...)
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Dwachs on December 06, 2012, 08:19:30 AM
Do you run patched servers? Or just the release but compiled without graphics?
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Ashley on December 06, 2012, 10:47:37 PM
I have a couple of small patches I apply that make management easier, and I've been testing the daemon/syslog stuff out on one. Things which don't alter the version of the game that clients need seems fine. Obviously compiled with the posix backend and 0 colour depth. :)
Title: Re: c.64.simutrans.entropy.me.uk
Post by: paichtis on December 14, 2012, 12:09:58 AM
From the experimental server  discussion :
Quote from: TurfIt on December 13, 2012, 11:26:42 PM

While the ship pathfinding is only when a ship starts, the sheer number of ships present has quite a few starts per second. For passenger numbers, given an equal number of passengers in transit, experimental has far more ware packets due to tracking the origin than standard. Definitely a performance drain that.


I don't think the VPS is handling it. Seems the server is hitting 100% CPU. At least my client keeps running ahead and getting choked back by the above difftime adjustment(could be network latency instead but I'm seeing a steady 101ms to the server). i.e. It doesn't look like the server is achieving its target FPS. And of course one is very susceptible to disconnects when running ahead - a single other client sending a command and you're done. Why it's vital a server never maxes out.

Could this be the explanation for the desynchs ? There are tons of ships in this server (if I remember well my main PAX line alone had around 200 ships, add to this many oil lines most with around 20 ships ...)
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Ashley on December 14, 2012, 12:12:57 AM
None of the Simutrans instances running on my server use more than about 1% of the CPU time of the machine. The VM has 8 virtual cores, but even taking into account the single-threaded nature of Simutrans it isn't maxing out...

You can see the CPU and memory usage of the servers over the past 24 hours here:

http://entropy.me.uk/simutrans/server-memory.html
Title: Re: c.64.simutrans.entropy.me.uk
Post by: Ashley on December 28, 2012, 02:46:13 PM
Server upgraded to the new stable, with a new map.