Fronz 
Apprentice

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Sphere Loading Time
Recently I had to take my shard down to change some stuff but to my surprise when I tried to turn the shard on it got a really really slow loading time. It took almost 2 hours for the shard to be back on.
[img] https://s12.postimg.io/ieo7mhye5/screenshot_5751.png [/img]
It gets stuck on sphereworld.scp for a long time.
Is there a way to find why is this happening?
v0.56b Pre-Release
(This post was last modified: 09-09-2016 09:02 AM by Fronz.)
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09-09-2016 08:36 AM |
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Fronz 
Apprentice

Posts: 36
Likes Given: 2
Likes Received: 0 in 0 posts
Joined: Apr 2016
Reputation: 0
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RE: Sphere Loading Time
(This post was last modified: 09-09-2016 01:07 PM by Fronz.)
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09-09-2016 11:48 AM |
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Fronz 
Apprentice

Posts: 36
Likes Given: 2
Likes Received: 0 in 0 posts
Joined: Apr 2016
Reputation: 0
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RE: Sphere Loading Time
That was a faulty script I ran, crashed the server and removed completely afterwards. Most likely has nothing to do with it.
I'm not having problems with reading the files whatsoever, I get no error. It just get stuck for a long time on the loading screen. What would take 30s now takes almost 2 hours to load lol.
Oh, didn't even notice that 10297. That's the script below.
I removed it and tried to open again without that script, still takes a long loading time.
It does not bother me that much the loading time since I probably won't be taking the shard down, at least not that soon. But my concern is, if it takes a long time now could it take longer in the future? That's what bothers me at the moment.
[PLEVEL 02]
WalkingCheck
[FUNCTION WalkingCheck]
IF (<TAG0.ChangeSpeed.Cheking>)
UID.<TAG0.ChangeSpeed.Cheking>.TRYSRC <UID> WalkingCheck_SyncDialog
ELSE
SYSMESSAGE @,,1 Select the player that you want to check.
TARGETF WalkingCheck_Start
ENDIF
///////////////////////////////////////////////////////
// Patcket
[FUNCTION f_WalkingRequest]
IF (<UID.<LOCAL.CHAR>.TAG0.ChangeSpeed.Checking>)
UID.<LOCAL.CHAR>.WalkingCheck_AddStep
ENDIF
///////////////////////////////////////////////////////
// Checking System
[FUNCTION WalkingCheck_Start]
IF !(<ARGO.ISPLAYER>)
SYSMESSAGE @,,1 You must select a player.
ELIF !(<ARGO.ISONLINE>)
SYSMESSAGE @,,1 The player must be online for checking.
ELIF (<ARGO.TAG0.ChangeSpeed.Checking>)
SYSMESSAGE @,,1 This player is already being checked.
ELSE
ARGO.TAG.ChangeSpeed.Checking=<SERV.TIME>
ARGO.TAG.ChangeSpeed.Staff=<UID>
ARGO.TRYSRC <UID> WalkingCheck_SyncDialog
ARGO.EVENTS=+e_WalkingCheck
TAG.ChangeSpeed.Cheking=<ARGO>
ENDIF
[FUNCTION WalkingCheck_Finalize]
UID.<TAG0.ChangeSpeed.Staff>.TAG.ChangeSpeed.Cheking=
CLEARTAGS ChangeSpeed
EVENTS=-e_WalkingCheck
TIMERF 1,TAG.ChangeFinalized=
[FUNCTION WalkingCheck_AddStep]
IF (<TAG0.ChangeSpeed.Checking> > <SERV.TIME>)
LOCAL.Steps=<DistanceSteps <P.X>,<P.Y>,<P.Z>,<TAG.ChangeSpeed.LastP>>
IF (<LOCAL.Steps> > 0)
TAG0.ChangeSpeed.Distance.<dTAG0.ChangeSpeed.Count> += <LOCAL.Steps>
ENDIF
ELSE
TAG.ChangeSpeed.Checking=<eval <SERV.TIME>+2>
IF (<TAG0.ChangeSpeed.Distance.<dTAG0.ChangeSpeed.Count>>) && (<TAG0.ChangeSpeed.Distance.<dTAG0.ChangeSpeed.Count>> < 20)
IF (<TAG0.ChangeSpeed.Count> > 1)
IF (<TAG0.ChangeSpeed.Distance.<dTAG0.ChangeSpeed.Count>> > <TAG0.ChangeSpeed.HighDistance>)
TAG.ChangeSpeed.HighDistance=<TAG0.ChangeSpeed.Distance.<dTAG0.ChangeSpeed.Count>>
ENDIF
TAG0.ChangeSpeed.TotalDistance +=<TAG0.ChangeSpeed.Distance.<dTAG0.ChangeSpeed.Count>>
ENDIF
TAG0.ChangeSpeed.Occurrences.<dTAG0.ChangeSpeed.Distance.<dTAG0.ChangeSpeed.Count>> ++
TAG0.ChangeSpeed.Count ++
TRYSRC <TAG.ChangeSpeed.Staff> WalkingCheck_SyncDialog
ENDIF
ENDIF
TAG.ChangeSpeed.LastP=<P.X>,<P.Y>,<P.Z>
return 1
///////////////////////////////////////////////////////
// Dialog Render
[FUNCTION WalkingCheck_SyncDialog]
IF (<ISONLINE>)
DIALOGCLOSE d_WalkingCheck
DIALOG d_WalkingCheck
ENDIF
[FUNCTION WalkingCheck_SyncDialog_DistanceLog]
IF (<TAG0.ChangeSpeed.Count>)
FOR <eval <TAG0.ChangeSpeed.Count>-1> <QVAL (<TAG0.ChangeSpeed.Count> <= 100)?1:<eval <TAG0.ChangeSpeed.Count>-100>>
LOCAL.Log .= "<dTAG0.ChangeSpeed.Distance.<dLOCAL._FOR>> tiles<DEF.BR>"
ENDFOR
return <STRSUB 1 0 <LOCAL.Log>>
ELSE
return "Waiting the player move to start checking"
ENDIF
[FUNCTION WalkingCheck_SyncDialog_AvarageSpeed]
IF !(<TAG0.ChangeSpeed.Count>) || !(<TAG0.ChangeSpeed.TotalDistance>)
return 0.000000
ENDIF
return <floatval <dTAG0.ChangeSpeed.TotalDistance>/<eval <TAG0.ChangeSpeed.Count>-2>>
[FUNCTION WalkingCheck_SyncDialog_Probability]
IF (<TAG0.ChangeSpeed.HighDistance> >= 5) && (<TAG0.ChangeSpeed.Count>)
FOR 5 <TAG0.ChangeSpeed.HighDistance>
LOCAL.Probability += <eval <TAG0.ChangeSpeed.Occurrences.<dLOCAL._FOR>>*<dLOCAL._FOR>*5>
ENDFOR
return <QVAL (<LOCAL.Probability> <= 100)?<LOCAL.Probability>:100>
ELSE
return 0
ENDIF
[DIALOG d_WalkingCheck]
2,30
resizepic 0 0 5054 315 170
gumppictiled 10 10 295 20 2624
checkertrans 10 10 295 20
gumppictiled 10 35 295 125 2624
checkertrans 10 35 295 125
resizepic 15 40 0BB8 285 115
dcroppedtext 20 10 210 20 1000 Change-Speed Checking: <NAME>
IF !(<TAG0.ChangeFinalized>)
dhtmlgump 232 10 105 20 0 0 <DEF.BFONT_WHITE>Finalize
button 275 10 4005 4006 1 0 1
ELSE
dhtmlgump 252 10 105 20 0 0 <DEF.BFONT_WHITE>Finalized
ENDIF
dtext 25 50 1000 Distance log:
dhtmlgump 25 70 120 80 1 1 <WalkingCheck_SyncDialog_DistanceLog>
dtext 160 70 1000 Counted Steps: <dTAG0.ChangeSpeed.Count>
dtext 160 90 1000 High Distance: <dTAG0.ChangeSpeed.HighDistance>
dtext 160 110 1000 Avg. Distance: <STRSUB 0 6 <WalkingCheck_SyncDialog_AvarageSpeed>>
dtext 160 130 1000 Probability: <dWalkingCheck_SyncDialog_Probability>%
[DIALOG d_WalkingCheck BUTTON]
ON=1
TAG.ChangeFinalized=1
WalkingCheck_SyncDialog
WalkingCheck_Finalize
///////////////////////////////////////////////////////
// Player Event
[EVENTS e_WalkingCheck]
ON=@Logout
UID.<TAG.ChangeSpeed.Staff>.SYSMESSAGE @,,1 The process was finalized because '<NAME>' logout the server.
TAG.ChangeFinalized=1
TRYSRC <TAG0.ChangeSpeed.Staff> WalkingCheck_SyncDialog
TIMERF 1,WalkingCheck_Finalize
ON=@Click
IF (<SRC.ISGM>)
MESSAGE @051 [Checking Change-Speed]
ENDIF
///////////////////////////////////////////////////////
// Functions
[FUNCTION DistanceSteps]
LOCAL.Distancia=<eval ((<ARGV3>-<ARGV0>)*(<ARGV3>-<ARGV0>))+((<ARGV4>-<ARGV1>)*(<ARGV4>-<ARGV1>))> //+((<ARGV5>-<ARGV2>)*(<ARGV4>-<ARGV2>))
return <eval SQRT(<dLOCAL.Distancia>)>
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09-10-2016 11:25 AM |
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