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New Dev Blog - Eve 64 bit
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Max Teranous
In the shadow of Jorrel1


Joined: 25 Oct 2006
Posts: 4092
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PostPosted: Wed Oct 01, 2008 3:38 pm    Post subject: New Dev Blog - Eve 64 bit Reply with quote

Quote:
We recently deployed a new technology to the EVE universe, StacklessIO, which is a new, robust, network technology for both the EVE server and clients. The server version was released 16 September and the client version was released 30 September with the Empyrean Age 1.1.1 patch. We have received great feedback and we hope you are enjoying it. In my dev blog on StacklessIO I mentioned that there would be a follow-up dev blog on related topics.

And here it is: 2^EVE = EVE64.

StacklessIO, after years of development, has been a big success. We measured the improved performance, and you've told us on the forums and in the local chat in Jita that we have made a significant advancement in our goal of eliminating all lag from EVE Online.

Normally Jita reaches a maximum of about 800-900 pilots on any given Sunday. On the Friday following the deployment of StacklessIO, 19 September, there were close to 1,000 concurrent pilots in Jita and on the Saturday, 20 September, the maximum number reached 1,400. This is more than have ever been in Jita at the same time. Under our old network technology Jita could become rather unresponsive at 800-900 pilots but on the Sunday, 21 September, it was quite playable and very responsive with 800 pilots, thanks to StacklessIO.

Alas, there were teething problems. At 1,400 pilots the node hosting Jita ran out of memory and crashed. As crazy as it may sound this was very exciting since we had not been in the position before to be able to have that problem, as Jita would lag out before reaching that point under our old network technology. We immediately turned our attention to solving the challenge of giving the EVE server more memory to access.

CCP porkbelly wrote a dev blog three years ago entitled "64 Bits" where he described our first attempts at compiling the EVE server as a 64-bit program and the main reason for doing so: Access to more memory. At that time we were not able to complete the 64-bit migration since the old network technology did not work correctly as a 64-bit program. Having replaced the old network technology with StacklessIO we were in the position to continue that work.

And we started it, completed it and deployed EVE64 last week! Yes, we pulled it off in a single week! That might almost sound recklessly fast to some but this was achieved with a strike team that stepped up to the challenge. There is a lot of enthusiasm within CCP today to tackle the lag monster now that we have this new platform to build on.

The EVE server runs on a cluster of blades and is divided into proxy nodes and server nodes. The EVE clients connect to the proxy nodes, which act as dispatchers and are also an outer layer of defense for the server nodes that run the solar systems simulation.

The proxies are now all running EVE64. We are planning to reduce the number of proxy nodes, which in return will lead to overall increased performance of the EVE server as the total number of proxy servers in our system affects scalability of our application layer. Now that the proxy nodes can address more memory they have the ability to service more client connections, as their performance is mostly a function of IO capacity (StacklessIO) and memory. The proxies are essentially proprietary software routers that just became vastly more powerful under this new paradigm.

The server nodes will run a mix of 32- and 64-bit nodes since most nodes in the cluster don't have memory requirements requiring EVE64. By replacing 32-bit code with 64-bit code more memory is immediately required since, e.g., all memory pointers double in size. The need has to be clear as there is not gain in all cases to run EVE64, but where there is need we are now able to respond to it. Our network protocols that run on top of StacklessIO make sure that this mixed mode cluster configuration of EVE32 and EVE64 runs completely transparent to all code within the system.

The normal setup in the cluster for the server nodes is that each blade has two 64-bit processors, 4 GB of memory and runs Window Server 2003 x64. Each blade runs two nodes and each node then hosts a number of solar systems. There are also dedicated nodes for the market, dedicated nodes for corporation services, a dedicated head node for the cluster, etc.

Finally there is a pool of dedicated dual-CPU, dual-core, machines that only run a single EVE64 node per machine. Jita and four other high use solar systems are assigned to that pool. That pool is now running all native 64-bit code and the blades have been upgraded to 16 GB of memory. These blades also have more powerful CPUs which has helped as well. We are currently working with our vendors on testing out even more powerful hardware options now that we can utilise the hardware much better.

This Monday, 29 September, we saw a fleet battle with over 1100 pilots reported in local. Field reports indicate that the fight was quite responsive for the first 10 minutes but then the node "missed its heart beat" as we call it and was removed from the cluster by our cluster integrity watchdog routines. This again is another exciting problem as we can address that as well under our StacklessIO world and that will be the subject of the next blog.


Nice last paragraph, this is the kind of dev blog I like to see Smile

Max Cool
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Last edited by Max Teranous on Wed Oct 01, 2008 3:41 pm; edited 1 time in total
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Trigger64



Joined: 03 Jul 2007
Posts: 5449
Location: Stuck in a perpetual bag of dick machine

PostPosted: Wed Oct 01, 2008 3:38 pm    Post subject: Reply with quote

I'M EJECTULATING
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Tarminic



Joined: 19 Oct 2007
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PostPosted: Wed Oct 01, 2008 3:39 pm    Post subject: Reply with quote

Beat me by 30 seconds. Damn you traffic! Evil or Very Mad
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Dianeces



Joined: 01 May 2007
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PostPosted: Wed Oct 01, 2008 3:44 pm    Post subject: Reply with quote

Oh, man. These last couple dev blogs have me all hot and bothered.
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lt



Joined: 26 Jan 2007
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PostPosted: Wed Oct 01, 2008 3:45 pm    Post subject: Reply with quote

Very Happy
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A) lt rules
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Weirda
Team Minmatar


Joined: 23 Jun 2006
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Location: Queens of the Stone Age [QotSA]/Rote Kapelle

PostPosted: Wed Oct 01, 2008 3:49 pm    Post subject: Reply with quote

Cool
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smagd



Joined: 22 Aug 2007
Posts: 2836

PostPosted: Wed Oct 01, 2008 3:50 pm    Post subject: Reply with quote

Fancy that.

It didn't run out of memory after all, but another high-load bug surfaced and they're now hunting it.

Smokin'.
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cyberjunk



Joined: 13 Jan 2008
Posts: 1513
Location: :lolHolland: | Easy co. / BDEAL

PostPosted: Wed Oct 01, 2008 3:50 pm    Post subject: Reply with quote

Hmmmmmmmm, i say we need to do some more stress testing.

700 vs 700 anyone? Twisted Evil
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makira



Joined: 20 Dec 2007
Posts: 114

PostPosted: Wed Oct 01, 2008 3:53 pm    Post subject: Reply with quote

Quote:
This again is another exciting problem as we can address that as well under our StacklessIO world and that will be the subject of the next blog.


If they solve this "exciting problem" as fast as they resolved the memory one... I will not talk shit of CCP's programmers for 6 months.

or until my settings are deleted again, whichever happens first
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Hi. I'm 13 years old, and after laughing at you for your apparent lack of common sense, my mom read this topic, and wanted me to tell you to stfu and stop crying noob.
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Sarp



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PostPosted: Wed Oct 01, 2008 3:55 pm    Post subject: Reply with quote

Well somethings happened at CCP thats for sure.

Another infogasmic Dev Blog.
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Aypse



Joined: 31 May 2007
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PostPosted: Wed Oct 01, 2008 3:56 pm    Post subject: Reply with quote

I am so erect, I may even start undocking again.
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Hehulk



Joined: 27 Mar 2007
Posts: 2800

PostPosted: Wed Oct 01, 2008 3:57 pm    Post subject: Reply with quote

This isn't right. It's nearly making me want to resub and get my ass back into 0.0. I'm not done enjoying RL yet Evil or Very Mad
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Bruno Bonner



Joined: 01 Oct 2007
Posts: 773

PostPosted: Wed Oct 01, 2008 3:58 pm    Post subject: Reply with quote

This is people telling about their success and their failures, this is a devblog not a PR stunt....this is the stuff that keep customers hooked as they hear the epic tale of engineers and designers struggle against unsurmountable obstacles and how they solve it.

This is how devblogs should be written.
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Tony O



Joined: 25 Jul 2007
Posts: 1354

PostPosted: Wed Oct 01, 2008 4:01 pm    Post subject: Reply with quote

Bruno Bonner wrote:
This is people telling about their success and their failures, this is a devblog not a PR stunt....this is the stuff that keep customers hooked as they hear the epic tale of engineers and designers struggle against unsurmountable obstacles and how they solve it.

This is how devblogs should be written.


Is that a comment or a leadin for the movie trailer?
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Karina Harington



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PostPosted: Wed Oct 01, 2008 4:03 pm    Post subject: Reply with quote

Trust me to start playing another MMO just as they actually fix the fucking lag! CCP, you are bastards!
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