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babillon

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  1. I suspect it may be more of a workable solution to instead sit with one larger instance holding all maps that would then be cloned as required for load balancing purposes. I think I may have also been incorrect in one of my assumptions regarding load balancing with Athena. My model relies on the assumption that one can clone a map server and spread load over each of them for heavily populated chunks (say the Prontera areas are frequently heavily populated, having two servers server them to ease load). After a bit more looking I'm realizing this wouldn't work as you wouldn't see users any server but the one you yourself are on. So I suspect that until some major improvements/changes are made to the map server then real, dynamic load balancing isn't something that's actually feasible. Thank you for the input though. I appreciate the corrections!
  2. Hi everyone! I'm hoping I can get some input on a little something I'm working on designing. I'm in the (admittedly slow) process of designing and then building a scalable Athena deployment, and intend on making use of Amazon's AWS services. I've some experience with what they offer through other projects but haven't managed an Athena server of this scope. I've attached a PNG output of a Visio diagram indicating how this would be designed. It's designed to be secure, stable, and capable of growth based on user load (something that can be managed automatically by the cloud services provided once configured properly). The key elements would be that each portion of the server would live in its own space, and all of it would be safe-guarded behind the cloud network's firewalls (with the web-faced being outside of course; web-site, forums, control panel), and that the map servers (from my understanding the part of the server that does the real work) would be contained behind a load balancer in sets. The notation may be a bit confusing in the image but it's basically designed like this: The game's world would be split over n number of map servers (I'm thinking 2-4ish) with each map server hosting a number of the game's zones. The load balancer would then monitor each of these individual zones, and in the even of being over-loaded automatically spawn a new instance of that particular server to assist in the original's load. My question is... Will Athena make this unusably difficult to implement? There's a major potential for cost savings if instances can be spun on and off based on need. Each of the [small] instanced servers are spec'd at roughly 2.3GHz/1.6GB. Thoughts?
  3. Hah. I found that just a bit after I posted. There's an alteration (missing an sd && apparently). Once I made that the random server crashes are gone! Thanks for the pointers, everyone.
  4. Which topic would this be? And yes, still happening with the latest revision.
  5. Actually, yes it does throw a number of errors regarding unknown mob IDs in addition to some prior errors in item scripts and item delay information. Additionally I am noticing a couple of invalid job ID errors early on as well. However, all of the mob ID errors seem to be for the newer fields and dungeons (Bifrost, El Discastes, etc). But it's good to know it wasn't me messing things up if others are experiencing the same crash.
  6. I am, yes. I'm running 64bit Debian (and I have compiled with --enable-64bit flag as well).
  7. No. The message I do receive is: [Error]: Server received crash signal! Attempting to save all online characters! Perhaps I am missing a setting somewhere, but is it possible to turn up the console details so I can catch any other error messages?
  8. One step forward, one step back... I've managed to get connected to my server, created a character and log in. I can move around, travel through warps. The issue I'm running into though is randomly when I go to attack a mob my map server disconnects without any error signals shown in the console. The only information I receive via the console is [status]: Map-server #0 has disconnected. [status]: set users eAthena : 0 Further attempts to log in bring up character select but when choosing the character the obvious result happens: [info]: Connection Closed. No map servers available. I'm using the latest REAM trunk for this, hosting on a debian 64bit server compiled with SQL. The client is 20110111 and the mmo.h is set to the same for packetver I'm not running anything custom at the moment, only some alterations to configuration settings. The crashes themselves seem completely random. Sometimes I can get enough hits in to kill the mob and actually loot its drops. Sometimes I only get one hit in and it crashes.
  9. Hmm... I've tried with a number of different versions and packet versions placed into mmo.h I haven't been able to find a client download of 20110111 though. Ultimately, I'm trying to get set up with renewal mechanics and 3rd classes (as complete as is publicly available anyway). If the SVN's branch for Renewal isn't appropriate for this then I'd appreciate some direction. I seem to be stuck.
  10. Okay, so I've done a bit of updating. My packetdb is already set to default, and I've updated mmo.h to 20111116 and commented out the previous; however I continue to get this: Module Name: D:\RO Dev\Ragray\2011-11-16aRagexeRE.exe.patched.exe Time Stamp: 0x4d7f06a5 - Tue Mar 15 03:26:45 2011 Exception Type: 0xc0000005 0x74e9ae7a MSVCR90.dll 0x00626f3d 2011-11-16aRagexeRE.exe.patched.exe 0x73722e6e MMDevApi.dll eax: 0x00895b93 ebx: 0x00000075 ecx: 0x3fff112f edx: 0x00000000 esi: 0x008d16d7 edi: 0x0598f000 ebp: 0x0018faec esp: 0x0018fae4 stack 0018fae4 - 0018fee4 0018FAE4 : E8 26 95 05 F0 5B 89 00 18 D5 7E 00 3D 6F 62 00 0018FAF4 : 34 35 95 05 0B 5C 89 00 88 FF FF FF 40 D5 7E 00 0018FB04 : E8 26 95 05 00 00 00 00 10 00 00 00 E8 26 95 05 0018FB14 : EC A0 7E 00 00 00 00 00 81 AF 91 65 01 00 00 00 0018FB24 : 00 00 00 00 C0 3C CB 08 CF 05 8F 65 00 00 00 00 0018FB34 : 18 CB 7F 00 18 CB 7F 00 0C 27 46 72 0B 88 09 05 0018FB44 : 00 00 00 00 10 27 00 00 00 00 00 00 1D 33 42 00 0018FB54 : 40 D5 7E 00 18 CB 7F 00 18 D5 7E 00 00 00 00 00 0018FB64 : 84 03 00 00 A0 05 00 00 00 00 00 00 00 00 00 00 0018FB74 : B7 6E CB 6F 00 08 B4 07 00 00 00 00 00 00 00 00 0018FB84 : 84 F9 18 00 01 00 00 00 E0 63 B1 00 00 00 00 00 0018FB94 : E8 7E B1 00 4C B6 B1 00 D0 C1 B1 00 00 00 00 00 0018FBA4 : 00 00 00 00 00 00 00 00 18 B5 CE 6F 00 00 00 00 0018FBB4 : F0 C0 B1 00 18 B5 B1 00 E0 63 B1 00 EC FB 18 00 0018FBC4 : 0A 4C CB 6F 00 00 00 00 C0 8A B1 00 10 FC 18 00 0018FBD4 : 2C FC 18 00 01 00 00 00 00 00 00 40 00 00 00 00 Launch Info 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 Job : Novice Now, I am using the Renewal branch from this SVN, perhaps that's my issue?
  11. Ah awesome! That did it! One step farther! Though now I'm running into a crash on login and before I can create a first character. So more research for me then. Thanks for the help so far though, Judas! Definitely good to know where I went wrong. Below is the exception if anyone can understand it? I've also tried with 2011-11-16a RE and receive the same thing. Module Name: D:RO DevRagray2011-04-05aRagexeRE.exe.patched.exe Time Stamp: 0x4d9ac909 - Tue Apr 05 04:47:21 2011 Exception Type: 0xc0000005 0x74e9ae7a MSVCR90.dll 0x006d48ed 2011-04-05aRagexeRE.exe.patched.exe 0x73722e6e MMDevApi.dll eax: 0x008a0f2b ebx: 0x00000075 ecx: 0x3fff052d edx: 0x00000000 esi: 0x008dfa77 edi: 0x05a24000 ebp: 0x0018faec esp: 0x0018fae4 stack 0018fae4 - 0018fee4 0018FAE4 : E0 46 9E 05 88 0F 8A 00 58 85 7F 00 ED 48 6D 00 0018FAF4 : 2C 55 9E 05 A3 0F 8A 00 88 FF FF FF 80 85 7F 00 0018FB04 : E0 46 9E 05 00 00 00 00 10 00 00 00 E0 46 9E 05 0018FB14 : EC 50 7F 00 00 00 00 00 81 AF 91 65 01 00 00 00 0018FB24 : 00 00 00 00 C0 3C BD 08 CF 05 8F 65 00 00 00 00 0018FB34 : 08 7E 80 00 08 7E 80 00 0C 27 46 72 33 7B A7 04 0018FB44 : 00 00 00 00 10 27 00 00 00 00 00 00 FD 3D 42 00 0018FB54 : 80 85 7F 00 08 7E 80 00 58 85 7F 00 00 00 00 00 0018FB64 : 84 03 00 00 A0 05 00 00 00 00 00 00 00 00 00 00 0018FB74 : B7 6E CB 6F 00 08 9F 07 00 00 00 00 00 00 00 00 0018FB84 : 84 F9 18 00 01 00 00 00 90 B8 A6 00 00 00 00 00 0018FB94 : F8 92 A7 00 5C CA A7 00 48 D6 A7 00 00 00 00 00 0018FBA4 : 00 00 00 00 00 00 00 00 18 B5 CE 6F 00 00 00 00 0018FBB4 : 68 D5 A7 00 28 C9 A7 00 90 B8 A6 00 EC FB 18 00 0018FBC4 : 0A 4C CB 6F 00 00 00 00 D0 9E A7 00 10 FC 18 00 0018FBD4 : 2C FC 18 00 01 00 00 00 00 00 00 40 00 00 00 00 Launch Info 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 Job : Novice
  12. Ah... Apparently not. I knew I must have missed something. Where would I be able to find that? Or is there a tool to do this? I apologize if anything I'm asking is particularly 'newb.'
  13. Hello, While I'm not new at messing around with the eAthena server itself, I am rather a novice with handling the client. I've downloaded the RSU package located at ratemyserver and used both of the RSU updates to update each package; however, when I try to use the WeeDiffGen patcher on RagexeRE.exe I don't seem to be getting anywhere. The process claims to go through fine, but when I attempt to run the file produced by it I first get the following error: [string "buf"]:10: attempt to call global 'Iter_getTable' (a nil value) The client then launches but everything is still showing in Korean (I did check the option to translate the client). I don't receive an indication of my server listed (I do have it in a clientinfo.xml) and when I put in a username and password I receive a NO MSG message and then... Nothing. I've used the most recent update that the RSU provides, as well as a few different clients that were made available throughout the forums but nothing seems to be working. I suspect I'm doing something wrong somewhere, but I can't really figure out where. Thoughts/pointers?
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