Java/Mysql help!

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badboy29
Posts: 417
Joined: Fri Apr 24, 2009 5:34 am
Location: Brazil

Java/Mysql help!

Post by badboy29 »

Hello people, i did a hardware upgrade on my server, and would like a help to use the maximum performance it can offer.

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Dual Intel Xeon 5520 2.26 GHz Quad Core Processor   6 GB RAM DDR32x 146 GB 15K RPM SCSI/SAS HDD  100 Mbps Network UplinkUbuntu GNU/Linux 9.04 x64
I'm currently using:

MySql

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memlockmyisam-recover = BACKUPkey_buffer = 600Mjoin_buffer = 10Mjoin_buffer_size = 256Kmax_allowed_packet = 32Mthread_stack = 256Kthread_cache_size = 16max_connections = 600table_cache = 1024thread_concurrency = 8query_cache_limit = 128Mquery_cache_size = 512Mquery_cache_type = 1skip-innodbskip-federated
GameServer_loop.sh

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java -server -Djava.util.logging.manager=com.l2jserver.util.L2LogManager -Xms2048m -Xmx4096m -Xmn512m -Xss128k -XX:ParallelGCThreads=8 -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:SurvivorRatio=8 -XX:TargetSurvivorRatio=90 -XX:MaxTenuringThreshold=31 -XX:+AggressiveOpts -XX:MaxPermSize=512m -XX:+UseCompressedOops -cp ./../libs/*:l2jserver.jar com.l2jserver.gameserver.GameServer > log/stdout.log 2>&1
Thread settings

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ThreadPoolSizeEffects = 10 # Default: 13ThreadPoolSizeGeneral = 13 # Default: 2UrgentPacketThreadCoreSize = 2 # Default: 4GeneralPacketThreadCoreSize = 4 # Default: 4GeneralThreadCoreSize = 4 # Default: 6AiMaxThread = 6
Geodata

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# ---------------------------------------------------------------------------# Geodata# ---------------------------------------------------------------------------# GeoData options:# 0 = GeoData and PathFinding OFF (default)# 1 = GeoData is used to check Line Of Sight (LOS) targeting and #     L2Playable movement. You need to download files for data/geodata folder.#     Monsters can pass walls but not aggro (no line of sight) through them.# 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode #     files if CellPathFinding not enabled) and all character moves go through #     geodata checks (if a mob passes a wall, pathfinding didn't find a route #     but we allow attack and returning home).#     Recommended server memory minimum 2 GB, rather 3 GB.# Default: 0GeoData = 2 # Cell-level pathfinding, produces more accurate routes but is (maybe 10x) heavier to calculate. Recommended for small servers at least.# If False, pathnode files are used. Uses a max number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster.# Default: FalseCellPathFinding = True # Pathfinding array buffers configurationPathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2 # Weight for nodes without obstacles far from wallsLowWeight = 0.5 # Weight for nodes near wallsMediumWeight = 2 # Weight for nodes with obstaclesHighWeight = 3 # Angle paths will be more "smart", but in cost of higher CPU utilizationAdvancedDiagonalStrategy = True # Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True# Default: LowWeight * sqrt(2) DiagonalWeight = 0.707 # Maximum number of LOS postfilter passes, 0 will disable postfilter.# Default: 3MaxPostfilterPasses = 3 # Path debug function.# Nodes known to pathfinder will be displayed as adena, constructed path as antidots.# Number of the items show node cost * 10# Potions display path after first stage filter# Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter# This function FOR DEBUG PURPOSES ONLY, never use it on the live server !DebugPath = False # True = Loads GeoData buffer's content into physical memory.# False = Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.# Default: TrueForceGeodata = True # This setting controls Client <--> Server Player coordinates synchronization:# -1 - Will synchronize only Z from Client --> Server. Default when no geodata.# 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.# 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).# Server sends validation packet if client goes too far from server calculated coordinates.# Default: -1CoordSynchronize = 1
Any tips or all ok ? :D
Aka UnHoly
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achilless
Posts: 153
Joined: Thu Oct 02, 2008 7:40 pm
Location: Russia & Ukraine

Re: Java/Mysql help!

Post by achilless »

OS ? Windows 7 ? if so then everything is fine just!
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LasTravel
Posts: 888
Joined: Tue Jan 05, 2010 12:08 am
Location: Spain

Re: Java/Mysql help!

Post by LasTravel »

Windows 7? lol... He are using debian.
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Raikkon35
Posts: 178
Joined: Sat Mar 08, 2008 2:54 pm

Re: Java/Mysql help!

Post by Raikkon35 »

Debian? lol... He is using Ubuntu. :D
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SolidSnake
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Joined: Wed Jan 20, 2010 6:54 pm
Location: Italy

Re: Java/Mysql help!

Post by SolidSnake »

badboy29 wrote:

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Dual Intel Xeon 5520 2.26 GHz Quad Core Processor   6 GB RAM DDR32x 146 GB 15K RPM SCSI/SAS HDD  100 Mbps Network UplinkUbuntu GNU/Linux 9.04 x64
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kama3a
Posts: 125
Joined: Mon Jul 07, 2008 4:01 pm

Re: Java/Mysql help!

Post by kama3a »

i have problem with the import of sql files.
let me explain :
when try import the sql file 300 mb... the import is rly slow it take up to 2-3hours.
i try with navicat and directly from the root machine.
it make 600 query per sec... and its rly slow
the export speed is normal .. i try almost everything
can u give any advice where to check ?
-different mysql versions.
-modified my.cnf
-operation sys Linux Debian x64
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rocoder
Posts: 66
Joined: Thu Feb 04, 2010 8:52 am

Re: Java/Mysql help!

Post by rocoder »

u don't want to know how much take to import for a big server :P
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kama3a
Posts: 125
Joined: Mon Jul 07, 2008 4:01 pm

Re: Java/Mysql help!

Post by kama3a »

rocoder wrote:u don't want to know how much take to import for a big server :P
its not normal import speed to be ... rly slow
and export to be normal.
babyjason
Posts: 575
Joined: Wed Dec 02, 2009 7:59 pm

Re: Java/Mysql help!

Post by babyjason »

it is very normal.
kama3a
Posts: 125
Joined: Mon Jul 07, 2008 4:01 pm

Re: Java/Mysql help!

Post by kama3a »

babyjason wrote:it is very normal.
ye verry normal export to take 1 min
import to take 3-5hours.

give me 1 logic answer and i will belive you.
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rocoder
Posts: 66
Joined: Thu Feb 04, 2010 8:52 am

Re: Java/Mysql help!

Post by rocoder »

kama3a wrote:
babyjason wrote:it is very normal.
ye verry normal export to take 1 min
import to take 3-5hours.

give me 1 logic answer and i will belive you.
last time when I moved a server, I w8 12h+;)) (but server db was big (1 year old with ~500+)) :roll:
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kama3a
Posts: 125
Joined: Mon Jul 07, 2008 4:01 pm

Re: Java/Mysql help!

Post by kama3a »

rocoder wrote:
kama3a wrote:
babyjason wrote:it is very normal.
ye verry normal export to take 1 min
import to take 3-5hours.

give me 1 logic answer and i will belive you.
last time when I moved a server, I w8 12h+;)) (but server db was big (1 year old with ~500+)) :roll:
i dont care rly for size and etc...
i need some profesional answer why import is slow.
i check almost 99 % from the system and didnt find correct answer.

waiting for some pro answer.

ty
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rocoder
Posts: 66
Joined: Thu Feb 04, 2010 8:52 am

Re: Java/Mysql help!

Post by rocoder »

pro answer:
if u have 1000 characters crated in db that mean u will have over ~100 querys/each player that mean over 100k querys (but for sure will be more) to execute.. each query take time...:P also..with more rows in table take more time for a query to execute...

EDIT:
btw... if u want to be faster do not import/export, make a backup! and restore backup:P will be a lot faster;)
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kama3a
Posts: 125
Joined: Mon Jul 07, 2008 4:01 pm

Re: Java/Mysql help!

Post by kama3a »

on windows take 4-5 min
on linux machine that is 100 times faster take 2-5hours.

its not from net,speed,cpu usage,etc...

from 2 days checking still didnt find the problem.

bump for support.
JMD
Advanced User
Advanced User
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Joined: Wed Apr 15, 2009 10:07 am

Re: Java/Mysql help!

Post by JMD »

You can connect to your database with navicat and use autocommit for big database imports. Its faster.
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