Notes |
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Do you have any scripts attached to your world save? (f_onserver_save, f_onserver_save_ok, f_onserver_save_fail or f_onserver_save_finished) |
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I have made a similar observation. Our save times increased from 13-14 seconds to 20-21 seconds, when upgrading our sphere version from prerelease 2008 to the nightlies.
We have scripts attached to server save events, that read and write account data to a database, but these scripts run at most a second |
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(0000838)
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Robert
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14-01-11 23:15
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I don't have any scripts attached to world save functions |
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still present, nightly builds nearly 2x slow than 2009 builds in worldsave. |
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(0001671)
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Coruja
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10-09-13 01:43
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maybe a great solution to reduce the worldsave time is use a multi-threading worldsave (as RunUO does)
I dont know exactly how it works, but on RunUO startup I got this msg "Core: Optimizing for 4 processors 64bit" and on every worldsave I got this msg "Core: Using dual save strategy" |
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(0001790)
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khaos
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01-12-13 09:19
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Has your worldsave files increased after the build noted? From the notes in revisions; the saving code has not changed. This could be from your players using more items, more NPCs or ITEMS in the world etc. Please let me now what the file size changes were prior to the issue and when the issue was seen. |
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(0001823)
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khaos
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14-12-13 19:29
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Without any real feedback, this is truly not an issue as Sphere isn't ASync ran due to editing options, thusly creating longer save times. Thought the saves are done on a DIFFERENT network thread; only so much can be done to minimize these saves.
Since I cannot get any feedback on how many more items/chars are being saved on the world save; this is a closed thread. |
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