Re: Game Company- Java Server Thread Priority
From: BlackHawke (blackhawke_at_legacygames.net)
Date: 01/26/04
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Date: Mon, 26 Jan 2004 07:45:02 GMT
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@legacygames.net> wrote in message
news:av3Rb.27964$zj7.4757@newsread1.news.pas.earthlink.net...
> 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@possibility.com> wrote in message
> news:1017r20545ogd7b@news.supernews.com...
> > 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:
> > > We've now noticed that on idle (IE not processing turns), the Game
> Server
> > > Program takes 0% of the CPU load, and when processing a turn goes up
to
> > > 3-7%. It never exceeds 7%, and takes FOREVER now when processing a
turn.
> It
> > > is the only program running on the machine, and services are at a
> minimum.
> > > Even with 99% of the CPU resources free (IE on System Idle), the game
> will
> > > never take more than about 7% of the processor time.
>
>
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