Re: Game Company- Java Server Thread Priority
Nevermind, looked it up!
I think maybe in an attempt to avoid deadlock the programmers added some
random element to the timing of threads... Perhaps that is the issue....
Nick
"BlackHawke " <blackhawke@leg acygames.net> wrote in message
news:av3Rb.2796 4$zj7.4757@news read1.news.pas. earthlink.net.. .[color=blue]
> You know, this started RIGHT AFTER a revamp of all of the communications
> protocols (and some threading issues too)....
>
> Can you explain deadlock to me a bit more?
>
> Thank you.
>
> Nick
> "thoff" <tmh@possibilit y.com> wrote in message
> news:1017r20545 ogd7b@news.supe rnews.com...[color=green]
> > Sounds like deadlock. Turn on logging. If you don't have logging
> > then add it so you can solve these kinds of dynamic problems.
> > Deadlock can be in your communication protocols or threading.
> >
> > It also sounds like you need spend some time with a profiler.
> >
> >
> > BlackHawke wrote:[color=darkred]
> > > We've now noticed that on idle (IE not processing turns), the Game[/color][/color]
> Server[color=green][color=darkred]
> > > Program takes 0% of the CPU load, and when processing a turn goes up[/color][/color][/color]
to[color=blue][color=green][color=darkred]
> > > 3-7%. It never exceeds 7%, and takes FOREVER now when processing a[/color][/color][/color]
turn.[color=blue]
> It[color=green][color=darkred]
> > > is the only program running on the machine, and services are at a[/color][/color]
> minimum.[color=green][color=darkred]
> > > Even with 99% of the CPU resources free (IE on System Idle), the game[/color][/color]
> will[color=green][color=darkred]
> > > never take more than about 7% of the processor time.[/color][/color]
>
>[/color]
Nevermind, looked it up!
I think maybe in an attempt to avoid deadlock the programmers added some
random element to the timing of threads... Perhaps that is the issue....
Nick
"BlackHawke " <blackhawke@leg acygames.net> wrote in message
news:av3Rb.2796 4$zj7.4757@news read1.news.pas. earthlink.net.. .[color=blue]
> You know, this started RIGHT AFTER a revamp of all of the communications
> protocols (and some threading issues too)....
>
> Can you explain deadlock to me a bit more?
>
> Thank you.
>
> Nick
> "thoff" <tmh@possibilit y.com> wrote in message
> news:1017r20545 ogd7b@news.supe rnews.com...[color=green]
> > Sounds like deadlock. Turn on logging. If you don't have logging
> > then add it so you can solve these kinds of dynamic problems.
> > Deadlock can be in your communication protocols or threading.
> >
> > It also sounds like you need spend some time with a profiler.
> >
> >
> > BlackHawke wrote:[color=darkred]
> > > We've now noticed that on idle (IE not processing turns), the Game[/color][/color]
> Server[color=green][color=darkred]
> > > Program takes 0% of the CPU load, and when processing a turn goes up[/color][/color][/color]
to[color=blue][color=green][color=darkred]
> > > 3-7%. It never exceeds 7%, and takes FOREVER now when processing a[/color][/color][/color]
turn.[color=blue]
> It[color=green][color=darkred]
> > > is the only program running on the machine, and services are at a[/color][/color]
> minimum.[color=green][color=darkred]
> > > Even with 99% of the CPU resources free (IE on System Idle), the game[/color][/color]
> will[color=green][color=darkred]
> > > never take more than about 7% of the processor time.[/color][/color]
>
>[/color]
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