issues: 482603988
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id | node_id | number | title | user | state | locked | assignee | milestone | comments | created_at | updated_at | closed_at | author_association | active_lock_reason | draft | pull_request | body | reactions | performed_via_github_app | state_reason | repo | type |
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482603988 | MDExOlB1bGxSZXF1ZXN0MzA4ODQ0MTMy | 2261 | Limit database from taking all the threads | 10608427 | closed | 0 | 3 | 2019-08-20T01:50:30Z | 2019-09-08T21:27:27Z | 2019-09-08T21:27:02Z | MEMBER | 0 | ACEmulator/ACE/pulls/2261 | This adds limits to the database thread consumption. It also should allow the world to now consume threads easier. The way it is done is as follows. - We determine the number of available threads using Environment.ProcessCount - We allocate (int)Math.Max(Environment.ProcessorCount * .34, 1) to the World, and the remainder tothe database. It breaks down as follows 1 vCPU = ACE will not start 2 vCPU = 1 thread world, 1 thread database 3 vCPU = 1 thread world, 2 thread database 4 vCPU = 1 thread world, 3 thread database 5 vCPU = 1 thread world, 4 thread database 6 vCPU = 2 thread world, 4 thread database 7 vCPU = 2 thread world, 5 thread database 8 vCPU = 2 thread world, 6 thread database 9 vCPU = 3 thread world, 6 thread database 10 vCPU = 3 thread world, 7 thread database 11 vCPU = 3 thread world, 8 thread database 12 vCPU = 4 thread world, 8 thread database I'd like to get some feedback from this PR on various sized servers. What you may notice is that loading a player may take slightly longer (very slightly). What you will probably notice is no discernible difference in-game. What I want to make sure happens is that the world doesn't end up feeling more choppy due to the parallel processing of outbound network traffic. Hopefully the more fair thread distribution will help prevent thread starvation. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/2261/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | 79078680 | pull |