I'm having some failtastic CPU usage problems in HU2. The CPU usage just seems to get exponentially worse the more players that are online - and by the time it hits 100 players its pretty much at 100%. Compared to being at 0% with 25 players.
The main server of HU1, at the time of this posting, had about 70 players and is only using about 7% CPU. Which is an acceptable ratio.
From my in-game CPU monitoring systems:
HU1: Average CPU: 7% | Average Players: 69
HU2: Average CPU: 22% | Average Players: 63
The server of HU1 has also been online about 40x as long as the HU2 server.
BE has also been having some massive CPU problems lately, similar to HU2's, but exponentially worse at much lower player counts. I find this rather odd since I designed/tested/ran that game for several months, if not years, and the CPU usage was always intentionally low.
In HU2, this has the highest CPU usage(?):
mob/Stat()
if(statpanel("Server"))
stat("Host:","[world.host]")
stat("Version:","[GameVersion].0")
stat("Usage:","[world.cpu]%")
stat("Players:","[Players.len]")
stat("Up Time:","[Hours]:[Minutes]:[Seconds]")
stat("Server Link:","[world.internet_address]:[world:port]")
http://www.angelfire.com/hero/straygames/ByondBugs/ HighStatProfile.png
http://www.angelfire.com/hero/straygames/ByondBugs/ HighStatProfileAvg.png
Is there a chance that internal BYOND functions, which aren't being profiled, could be causing a problem?
Any suggestions to help diagnose/solve the problem?
The games mentioned should be the first 3 on this page http://www.byond.com/members/falacy
Unrelated note: I haven't had a single server crash since I started using the test version of 478, which was over a week ago. So, good job there.