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This is a discussion on "The amazing robustness of NiMUD 5" in the Top Mud Sites MUD Coding forum : NiMUD 5 has had record uptime since its last release. The mud ran from Satuday, March 21 2009 at 17:19:51 until an unknown time after Thursday, April 30, 2009 at 00:29:33 when it reported: "Server now operational on port 5333." This single run of the MUD included player logins and use, routine maintenance, automatic soft-booting, loading and reloading areas, and lasted over 39 days on a single hard boot. It may have gone down due to the machine itself rebooting. Get it now at NiM5 Documentation Index... |
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#1 |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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The amazing robustness of NiMUD 5
NiMUD 5 has had record uptime since its last release.
The mud ran from Satuday, March 21 2009 at 17:19:51 until an unknown time after Thursday, April 30, 2009 at 00:29:33 when it reported: "Server now operational on port 5333." This single run of the MUD included player logins and use, routine maintenance, automatic soft-booting, loading and reloading areas, and lasted over 39 days on a single hard boot. It may have gone down due to the machine itself rebooting. Get it now at NiM5 Documentation Index |
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#2 | |
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New Member
Join Date: Nov 2002
Posts: 23
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Re: The amazing robustness of NiMUD 5
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Surely you should wait until your project is finished, stable and polished before posting advertisements that proclaim its stability, yet include details which don't necessarily show anything of the sort. If this "amazing stability" is a feature which makes it stand out from the competitors, then I dread hearing about their even more unpolished, incomplete state. If there is anyone who might be interested in your project, given its state, chances are they'll burn out on it and when you have it polished and complete, they'll have lost any potential interest in it. Good luck! Last edited by noodles : 06-17-2009 at 07:09 PM. Reason: Added some more detail. |
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#3 |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Re: The amazing robustness of NiMUD 5
You're obviously living in a bubble, Noodles. "NiMUD 5" is the 12,773rd build of The Isles MUD, originally released in 1993. NiMUD 5 is "done" for all intents and purposes. While a few ancillary features may need attention, the MUD is mature and, as stated in my original post, stable with a 1.5MB logfile to prove it.
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#4 |
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New Member
Join Date: May 2008
Posts: 9
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Re: The amazing robustness of NiMUD 5
It's been in development since 1993 and it's an amazing accomplishment for it to stay up for just over a month without having to reboot? That doesn't sound very promising to me.
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#5 |
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Member
Join Date: Nov 2003
Posts: 50
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Re: The amazing robustness of NiMUD 5
"You're obviously living in a bubble, Noodles"
That's rather condescending, isn't it? It might pay to check the company you're in before being so dismissive. Perhaps you could politely ask what kind of uptimes other codebases have before proclaiming stats of yours are so good that they are the top of their category. "automatic soft-booting" Could I also (geniunely) ask you to explain what this feature involves and how many times it occurred during your record uptime period? Obviously you'd agree that having a server respond to PING is very different from being able to support a single, uninterrupted character login session playing throughout the entire uptime period. |
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#6 | |
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Senior Member
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Re: The amazing robustness of NiMUD 5
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#7 |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Re: The amazing robustness of NiMUD 5
NiMUD's OLC has appeared in thousands of active online games, and many of our features have been cannibalized over the years. I had recently received complements from our players who have actually taken the time to get to know the game. I doubt anyone who claims it hasn't been a success is being anything less than a troll.
39 consecutive days is a great example of a robust service and platform. My webserver is forced to reboot more often than the MUD server. Of course the MUD maintains connectivity through soft-boots. It also constantly updates thousands of concurrent script instances during its uptime. Some of the scripts involve many of the features used by players, and execute the same command functions that players do. Additionally, actors and objects with active scripts interact with each other, fight with each other, produce objects, and perform tasks that players do. I remained connected for three days during the aforementioned period, without issue. |
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#8 |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Re: The amazing robustness of NiMUD 5
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#9 |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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I don't know what "greater success" you are talking about, considering you have offered no evidence "professor" -- furthermore, since I doubt you know anything about NiMUD based on your commentary, you'd hardly be the judge of what is "better" ? Also, I don't think that sentence is semantically, nor grammatically, correct. It appears to be a complete sentence attached to a sentence fragment.
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#10 |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Re: The amazing robustness of NiMUD 5
<G> maybe we could get someone else to do a comparison on how long various MUD servers stay up? I am guessing there are only a few that can beat NiMUD.
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#11 |
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Member
Join Date: Nov 2003
Posts: 50
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Re: The amazing robustness of NiMUD 5
I think I'll bow out of this discussion as you seem to prefer tearing into those who'd discuss what's a "good uptime" for a MUD. I was curious about the soft booting (handing over socket connections to another process, or however it works), but I'm sure I can find discussions of that elsewhere. Good luck with your codebase.
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#12 |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Re: The amazing robustness of NiMUD 5
Gth: You realize that it was Noodles who became condescending and I merely responded in kind. Your behavior is a bit irrational and hypocritical.
To further explain the process, descriptors (integers) paired with character names are stored in a file and then reloaded if the file exists during this process. This file is written whenever someone logs in or logs out. NiMUD attaches a handler which executes a shell, calling to the mud to restart on fatal errors (such as SIGSEGV). Other mud-state variables can be set in this file as well. It is not a perfect system, however, because sometimes file handles (memory, etc) from prior (dead) executions can be left open, and accumulate, which causes an unrecoverable error at some point. The error manifests when a call is never made to restart the mud. However, detaching from the original process alleviates this problem perpetuating the service indefinitely unless there is collision with another process, a forced kill to the process, or the machine reboots or is shut down. However, this is merely subscript to the overall announcement which was related specifically to NiMUD and its service offering. Many other things can go wrong which cause a MUD to die: such as infinite loops, file corruption, memory corruption, etc. Apparently, NiMUD functions so well that it is never at the whims of any of these reasons. Last edited by locke : 06-18-2009 at 01:41 AM. |
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#13 | ||
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Senior Member
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Re: The amazing robustness of NiMUD 5
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Short summary for those interested: the code sucks. |
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#14 | |||
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New Member
Join Date: Nov 2002
Posts: 23
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Re: The amazing robustness of NiMUD 5
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For instance, what say I claim that I am fifty-sixth in line for the throne of the British empire. Anyone who claims this is untrue is clearly nothing less than a troll. Quote:
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But why is what you wrote above special? It sounds like a pretty standard list of features, albeit described in a vague way. I am not sure I understand why you think listing these makes NiMud anything other than par for the course? |
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#15 | ||
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New Member
Join Date: Nov 2002
Posts: 23
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Re: The amazing robustness of NiMUD 5
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By your description and comments, it sounds incomplete and unpolished. This would be understandable, as it takes a lot of time and effort to get a code base up to a reasonable level of functionality and sometimes completing and polishing it just takes too much more that it never happens. Perhaps, if I am misunderstanding because of information you have not given, you might give it and then I could see what you do. |
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#16 |
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New Member
Join Date: Nov 2002
Posts: 23
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Re: The amazing robustness of NiMUD 5
No, no, he means you should accord me reverence and respect because I am fifty-sixth in line for the throne! On your knees boy! ;-)
But seriously, post count is a meaningless measure. Those with high post counts on forums, are so because they post any old thought that enters their head. Maybe they're lonely or something. |
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#17 |
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Member
Join Date: Apr 2002
Location: United Socialist States of America
Home MUD: SmaugMuds.org
Home MUD: Arthmoor MUD Hosting
Posts: 236
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Re: The amazing robustness of NiMUD 5
It's called COPYOVER. The mechanics of this are identical to a "hard" reboot of the game with the only exception being that it does not disconnect the users. It is an illusionary system since performing one resets the game state unless one goes out of their way to add extra support to try and save more information than just player connections.
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#18 |
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New Member
Join Date: Sep 2002
Name: stephen
Location: Midwest USA
Home MUD: Dawn of the Ages
Posts: 17
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Re: The amazing robustness of NiMUD 5
Your game seems to have a good deal of stability. Congratulations. I might suggest, however, you take care in the length of time between reboots. I am unsure why, but there are many players I've come across who are under the impression that reboots are required for new things. They get itchy around the second month or so without a reboot, and ravenous by the third and later months. It seems for some players a reboot shows the immortals care.
![]() Anasadi |
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#19 | |
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 906
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Re: The amazing robustness of NiMUD 5
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I honestly do not know what the maximum uptime capacity is for Threshold. For various gameplay reasons (resetting certain conditions to "base" which is best done via a reboot), we generally reboot Threshold every 6-8 weeks. Our last uptime, however, was longer as we were in the process of setting up new hardware and wanted to move the game when the new hardware was ready. Our uptime then was almost 70 days. We only hard reboot the machine one or two times per year. |
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#20 | |
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Senior Member
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Re: The amazing robustness of NiMUD 5
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#21 |
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New Member
Join Date: Sep 2002
Name: stephen
Location: Midwest USA
Home MUD: Dawn of the Ages
Posts: 17
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Re: The amazing robustness of NiMUD 5
Threshold wrote:
I would really like to hear how long various mud servers are able to stay up between reboots.I am unsure. We often (too often, to players' lament) stay up 90+ days at a time. We reboot when we have something new to add on the Java side of the code. We've actually try to cut back on the amount of time between reboots to add small, new stuff and make the player base happy. Anasadi |
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#22 | |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Re: The amazing robustness of NiMUD 5
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OT: Of note, my particular MUD is welcoming new builders. It helps to contact me via other methods, particularly email, when you want me to do something administrative like allocate new vnums for you. I tend to approve all applications which include at least a paragraph response during the login sequence, when new players are asked if they want to build or not. |
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#23 | |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Re: The amazing robustness of NiMUD 5
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#24 |
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Member
Join Date: Apr 2002
Location: United Socialist States of America
Home MUD: SmaugMuds.org
Home MUD: Arthmoor MUD Hosting
Posts: 236
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Re: The amazing robustness of NiMUD 5
Then your game reboots once every 4 hours and has a maximum uptime of 4 hours. Reporting it as 39 days is quite simply a lie. Only someone trying to make bogus claims about their stability would feel the need to deceptively call it a "soft reboot" or claim it was up for "39 days".
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#25 | |
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Member
Join Date: Jan 2006
Posts: 213
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Re: The amazing robustness of NiMUD 5
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Barring a physical server outage, other processes on the same server eating to much memory, or a MYSQL failure I firmly believe my code could run forever, but then again it is Java (CoffeeMUD derived, extensive modifications). One of the beautiful things about System.gc(). I have seen a DBZ MUD on my old (shared) server up over 2,500 hours. No clue on their code base, but I was impressed when I saw it on "top". |
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#26 |
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New Member
Join Date: Sep 2002
Name: stephen
Location: Midwest USA
Home MUD: Dawn of the Ages
Posts: 17
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Re: The amazing robustness of NiMUD 5
I am adding a small side-comment. Mabus wrote:
Barring a physical server outage, other processes on the same server eating to much memory, or a MYSQL failure I firmly believe my code could run forever, but then again it is Java (CoffeeMUD derived, extensive modifications)...*chuckle* I've never worked with CoffeeMUD, so I cannot comment on it. Java, on the other hand, was the language on which our game was written, and we've not had many issues that would cause a crash. I've only known of two actual crashes (one was power supply failure, the other a strange bug between our code and the VM), plus a few times the main thread hung, but that's it. And we're talking since Java version 1.0 here. For all its perceived "slowness", Java has served us very well. ![]() Anasadi |
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#27 | |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Re: The amazing robustness of NiMUD 5
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Last edited by locke : 06-18-2009 at 09:01 PM. |
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#28 |
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Member
Join Date: Apr 2002
Location: United Socialist States of America
Home MUD: SmaugMuds.org
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Posts: 236
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Re: The amazing robustness of NiMUD 5
Nope. The MUD ran for 4 hours. Then it was told to reboot. The fact that it kept the players' connections intact does not change the fact that your game did in fact perform a full reboot without their knowledge.
Of course, to be fair, if it happens to cater to "grinders" they may not even be aware it works that way. So to them, they see nothing more than a spot of short lag every 4 hours. But you are deceiving yourself and those of us who know how these things work by trying to claim you've had 39 days continuous uptime. And yeah, other people have pointed out that this isn't a major feat. I had a customer who launched a Merc derivative and had players in and out of the place all the time and it ran for 120 days straight without ever rebooting OR performing a copyover. The only reason it got interrupted was because a kernel security update had been installed and needed a system reboot to bring it up. |
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#29 |
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Member
Join Date: Sep 2005
Name: Dave
Location: Oregon
Home MUD: Ansalonmud.com
Posts: 49
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Re: The amazing robustness of NiMUD 5
Actually it's 'The Isles OLC' which was ported.
Saying it's NiMUD is like saying Merc is Diku isn't it? I mean you did say that you completely rewrote the game between then didn't you? It'd make NiMUD a Isles->Merc derivative, even if it's you doing it. (or a completely new game if you started from scratch, but I was under the impression you had said you'd re-written) |
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#30 | |
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Member
Join Date: Jan 2009
Home MUD: nimud.divineright.org 5333
Posts: 173
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Diku->Merc + LP + MUSH + Circle It is largely rewritten. It is many times larger and more complex and possesses many underlying feature changes which set it apart from just being a Merc derivative. The game is, like M/D, loosely based on TSR products, with some Palladium Books ideas thrown in, an original world, totally original in-game statistics, and many features originally written by me but based on features from ZebestaMUD, DuneMUSH, LPmud, Merc, Diku, Circle and I bet some other variants. When I say "originally written by me" I mean that I wrote original source code that deployed functionality similar to those aforementioned software packages, some of which were never released publicly. |
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