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Thread: COD2 core utilization problem

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    COD2 core utilization problem

    Linux VPS COD2 core utilization problem

    CPU core load in not equaly devided / utilized on all 3 cores.

    That makes my server LAG and cause high PING when i have more than 20 players on server running COD2 eXtreme 2.9 mod.







    On Ubuntu 14 and 16

    I downloaded gcc 3.3 from here http://icculus.org/updates/cod/gcc3-libs.tar.bz2



    First try: No 1.


    Manualy installed - unpacked that file and puted it to location on VPS: /usr/lib

    started COD2 wit this command
    Code:
    nice -n 0 ./cod2_lnxded +set dedicated 2 +set net_port 28960 +set fs_game extreme2.9 +set sv_punkbuster 0 +exec server.cfg



    Second try: No 2.


    Putted and extracted gcc 3.3 files to the same folder where i have cod2_lnxded

    Started COD2 with this command
    Code:
    LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ./cod2_lnxded +set dedicated 2 +set net_port 28960 +set fs_game extreme2.9 +set sv_punkbuster 0 +exec server.cfg



    Third try: No 3.


    Code:
    sudo dpkg --add-architecture i386
    
    sudo apt-get update
    
    sudo apt-get -y install libstdc++5:i386
    COD2 starts but i always have same problem with cores:

    ... just 1 of 3 cores is utilized , second and third core is in iddle state, doing almost nothing..


    On NFO VPS (OS: Debian 7 Arch: x86_64 (64bit) Kernel: 3.2.2-am64) https://www.nfoservers.com that i had before

    it worked perfectly (all 3 cores had equal load on them), but now i can't make it work on new VPS.

    Last edited by croat1986; 16th November 2018 at 20:13.

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    Assadministrator kung foo man's Avatar
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    Yes, every lnxded server only runs in 1 thread and there isn't much you can do about it (besides learning libcod and rewrite it for multithread support e.g.)

    I'm not sure, but I guess the player-player-collision is what causes lots of CPU stress. The algorithm is totally stupid, like testing each player against every other player... might be possible to just deactivate player-player collision via libcod and tell us if that works.

    Another possibility: optimize .gsc scripts... you could add another scripting engine running in a 2nd thread like Duktape/JavaScript.

    Whatever you decide for, there is no easy road I guess, all takes some work to master.
    timescale 0.01

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    I tought that you ll say exactly that ...

    COD 2 camed out 6 month after first dual (multi) - core CPU was made.

    And as always software is always in delay with hardware ...

    Even now may programs and games are using only 1 Core - Thread ... for example: Word of Warcraft


    But how the f... hell it was working on NFO on their VPS on all cores ... ???




    I recompiled vorons libcod form here https://github.com/voron00/libcod

    But ... I don't know how to deactivate player-player collision via libcod ...
    Last edited by croat1986; 16th November 2018 at 21:14.

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    Assadministrator kung foo man's Avatar
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    I don't know what voron did with this function, can't find in his repo, but in my repo you just use this function: https://github.com/kungfooman/libcod...r/gsc.cpp#L255

    PHP Code:
    disableGlobalPlayerCollision(); 
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    How and where do i put that command ?

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    Assadministrator kung foo man's Avatar
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    You just call it anywhere, as often as you like (just call in gametype init once e.g.)

    There are also threads about it in the forum, just try google

    https://www.google.com/search?q=disa...3Akilltube.org
    timescale 0.01

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    Global Mossaderator Mitch's Avatar
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    Quote Originally Posted by kung foo man View Post
    I don't know what voron did with this function, can't find in his repo, but in my repo you just use this function: https://github.com/kungfooman/libcod...r/gsc.cpp#L255

    PHP Code:
    disableGlobalPlayerCollision(); 
    You can use it now via the cvar 'g_playerCollision' located in https://github.com/voron00/libcod/bl...ter/libcod.cpp.

  8. The Following 2 Users Say Thank You to Mitch For This Useful Post:

    kung foo man (17th November 2018),serthy (18th November 2018)

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