Yes, that would be very indicative of this particular problem.
Yes, that would be very indicative of this particular problem.
Yes, but that doesn’t always work - possibly there is some delay before Windows Update starts delivering them. I had the next-to-last signatures on my desktop from earlier today and Windows Update did not update them this evening. Using the instructions in the original post then they were updated.
For reference, the VirusTotal link for the file reported: VirusTotal. No engines there detect anything and we are unable to reproduce this using Microsoft Defender with the latest signatures as of this evening.
It’s a known issue; you need to apply a special update from Microsoft to update intermediate certificates. KB3004394 I believe it is.
@Asura_Kai and @Xochitl_Balam: Please send us support tickets with screenshots and launcher logs. Do you also get an error in the launcher on cis.eveonline.com/EVE/agreements/ or have you got such an error in t...
Read moreWe don’t trust the client. The server and only the server is authoritative on the state and progression of the simulation.
We have thought about that; there are e.g. cases where we don’t need to track every single shot on a ship when it is clearly destroyed already. But then killmails would become inaccurate since the shots we decided to throw away since they didn’t matter would have been… thrown away.
For fleet fights the simple answer is that as the number of players n increases then the number of interactions increases O(n²). Server performance roughly entails a linear increase in the number of interactions and therefore a O(√n) increase in players.
The answer here is yes and no.
On a universe level then there a number of things to track in parallel and we do. For example, all markets are separate, so is skill training, industry, various matters with corporations and alliances, planetary interaction, project discovery, etc.
But inside a single solarsystem, in a particular scene, then everything must be tracked serially since the simulation has to keep track of in what order events happened and progress the overall simulation in that scene accordingly. With
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We are investigating what happened there, but currently suspect some sort of an infinitive loop or O(n^m) processing where m is 2+. No amount of server hardware will help.
7 years actually, that’s the extended warranty.
But the part that I covered very quickly in the devblog is that in between TQ Tech III and TQ Tech IV then there was TQ Tech IIIS (evidently S stands for “semis” meaning half in Roman numerals). So we are likely to remove the Gold 5122 and Gold 5222 powered machines in a few years time (possibly in 3-4 years), replace them with whatever is most high-end at that time (which will not be FLEX blades since IBM/Lenovo are stopping production), and move the heaviest workload there - JITA, The Forge m...
Read moreUuhhh, I don’t know. @CCP_DeNormalized, can you ask around and reply?
@CCP_DeNormalized and I love to hate NUMA.
Yeah, what’s up with that @CCP_Swift?
Spot on analysis @MalcomReynolds_Serenity – BTW, we did indeed look at the Platinum processors but the price was not right.
More on this @Baldeda_Maxi; there was yet another deployment today to Search where the team is making changes and adding logging to try and track down these issues.
A SOL node is a process on a machine; we run 8 to 14 of them on each machine. But we often use no. 1 as well to refer to machines that only host SOL nodes.
A node is a PROXY or SOL process in the game cluster that is assigned specific tasks. PROXY nodes are the nodes that the loadbalancer connect to on inbound connections from the Clients and they mostly handle session management and routing but SOL nodes handle solarsystem simulation and run other services (such as market, skill training, industry).
The session timer has probably always been there, in the background. I think it was only exposed in the UI in 2007.
Maybe, with future iterations on software.