Very good Mark! This sounds like one of the problems we have encountered. Has you check your fix in? Then MiDS and i will update our server and let them test by the people. Btw, at this time we don't have make any "public calls" for CF but we always have 2-6 players online on the 3 metaserver servers, sometimes up to 10. Thats sounds nice, or not? MichToen > Michael Toennies wrote: > > The effect gets mad, if you enter the dragon hangar! Do it! > > The game start to be frozen!! Tray praying. You will see, that > every second > > you stay > > in the hangar (and you only enter, do nothing) the server goes > more down in > > periodical steps. > > If you leave, all is fine! > > > > Do it on the 95.7 server - nothing!! The effect is simply not in this > > version and not in a version > > <95.7 which i can remember. > > Actually, the performance seems very inconsistant. > > On my home system (dual p3-500, 256 mb ram), I went into the > dragon hangar and > wandered into the middle of the melee. > > Perfomance/cpu time of the server actually was not that bad > (less than 10% of > the cpu time). Since the client was on the same system, the big > server was > actually the x-server (taking around 40% of the cpu time). I'm > not sure of > these percentages are overall cpu time or that by cpu (ie, system > has 200% cpu > total). These numbers are what is reported by top. > > But at some point, the server started chewing up much more cpu > time. And this > started appearing in the output: > > BUG: get_attack_mode(): freed object > > Tracking this back, the bad object seems to go back to line 428 in > server/monster.c (enemy). Stepping through the debugger, even at > that point, > the enemy it is passing has been freed. > > Further tracking reveals that find_enemy is returning a freed pointer. > > Final tracking realizes that the friendly object list has a free > object on it, > and it is using that. > > I'll put some check into get_nearest_player to check for freed > objects and do > something intelligent when it finds one on the friendly list > (like not use it > and update the friendly). > > I'm not sure how it got in that state originally, and I'm not > sure if that is a > factor at all in poor performance. But I'll put a fix in for > that, and if it > helps at all. IF nothing else, it fixes a potentially serious bug. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >