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Avesta 100% CPU Usage Possibly fixed?

Well, the server just restarts (I have an auto restarter batch file). After i say /closeserver, I get disconnected from the server as a God. I look over to the console window on the server computer and I see "YOUR SERVER HAS CRASHED AND HAS BEEN RESTARTED". It is not the type of crash where an actual error window pops up and you have to click ok.

As for how long my server can last without lags is varied... Sometimes it can last about 30 mins.. Other times it can last 4hr+. It seems to act up the most during the day. I noticed that it happens ALOT when i have raids in town. During the night though (When I have about 30 people online max) the server stays stable and does not go to 100% cpu usage.

Thanks for your hard work!

p.s by reset I mean the server crashes + restarts back to when it was last saved properly.
 
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are there any autosave codes for houses? I found one only for players.

I am having a problem with compiling your latest commit.
This is the error I am getting:

C:\Documents and Settings\Mike\Desktop\SVN\tags\0.2\admin.cpp In member function `bool AdminProtocolConfig::allowIP(uint32_t)':
677 C:\Documents and Settings\Mike\Desktop\SVN\tags\0.2\admin.cpp 'class ConnectionManager' has no member named 'isDisabled'
 
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Ok, I updated to your latest commit and I will let you know if the server not shutting down tidily bug is still happening.


Well, I just came across a new bug today...Sometimes when a monster dies, the monster loses its health bar and is "frozen" in place. It just looks like the demon sprite. The only way I have found to fix these glitched monsters was to use /r

I will keep you posted on the /closeserver problems
 
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Well some of the monsters arn't dropping at all. I do see the 1 second drop though on normal kills. I will get you a screenshot as soon as I can.
 
atm I am using tags... I guess I could give trunk a try but I am a little afraid of just made features :p
 
Well, I tried to run trunk last night and the second I opened it, it closed xD So I have to find out where the imcompatibility issue is.

On another note, I experienced a new bug last night with tags, I left the server on overnight and when I woke up I saw a virtual memory message. The server sucked up ALL (2 GB) of my ram last night o.O. And yes, the server ended up crashing xD
 
SaveData() saves both players and houses correct? If so then I should just run that before I attempt to restart my server.
 
Well, I was thinking of using one of those creaturescript login.lua scripts that executes a save every 15 mins.

**Update** The /closeserver crashing bug only occurs when the server is at 60%+~ CPU usage.

Also, I am curious if i first use saveData() will everything (everything that a normal ot shutdown would have) still save even though it crashes when i try to /closeserver
 
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Well, Now everytime I try to use /closeserver (after the server has been on for over 30 mins) it crashes. It's not a big problem since i can use "/save" all the data on the server before hand. I actually have been taking advantage of the bug by using it to "crash" the server and restart it automatically.
 
Yes, all of these problems are on the latest revision of tags.


**Update** About one hour ago I implemented the new changes for status.cpp and tiles.cpp
 
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@mbz i was having the same problem and what i do now it's just savedata() on talk action command and close the server with task manager... so you wont lose anything..
 
@mbz i was having the same problem and what i do now it's just savedata() on talk action command and close the server with task manager... so you wont lose anything..

The same here too.

Can't shutdown with otadmin.

Code:
Connected to localhost
Hello from OTADMIN login
Login OK
Closing server.
Sleeping 10000 ms
Server shutdown.

The otadmin stop here, and the server stop after

Code:
Shutting down...
Exiting.

:(
 
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