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Games get cut off after a certain period. #45
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Trying to add some flags to the dotaservice. Still times out around 655, 657.. |
Setting the So doesn't seem to relate to the host_timescale or walltime. |
It does not occur locally (tested two runs that took 16 and 12 mins) running the GUI. And it doesn't matter if i |
I tried without the dotaservice:
This played for a walltime of 11-13 mins;
The good news is that this confirms that the dedicated server in principle can play for longer than the previous time, at least. |
I ran this:
Notable outputs:
This means the auto surrender is indeed in walltime, and the gamemode 21 has nothing to do with this. |
Confirmed, this is a problem in the dotaservice code. If I disable lua's |
I now think it relates to the size of the console logfile: |
Yep, the whole thing stalls when the logfile exceeds 300kb. E.g. set |
Yep, when i log 2 lines in lua for every step, the log is 350kb, and the final step is around 244. |
The solution here is to (preferably) cut off the spam from the lines; |
I remember a way to do this, but need to really dig through old stuff to find it. |
A few threads I see in Dota2 Scripting:
|
buuh |
yeah, unfortunately I do not know of a way to turn of the default "timing" messages and not our own messages. |
I tried a bunch and nothing works. The only thing i can think of is that I
stub out calls to the `Msg` function using `LD_PRELOAD`
…On Mon, Mar 18, 2019 at 9:53 PM Nostrademous ***@***.***> wrote:
yeah, unfortunately I do not know of a way to turn of the default "timing"
messages and not our own messages.
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You would think they have rotating console file logs after 300k. Perhaps we are not closing the handle properly? |
Just checked. Using the GUI it is fine and gets ellrl into 600kb
…On Mon, Mar 18, 2019, 21:57 Nostrademous ***@***.***> wrote:
You would think they have rotating console file logs after 300k. Perhaps
we are not closing the handle properly?
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GCP games get cut off around 580~582 dota_time, while local games (Mac) do not. This problem probably was always there, but never caught. Some recent assertions caught this.
Locally I can reproduce (yay!) by setting the dota_time very high. I just got locally 655 and 654 dota_time before we get a 'bad' end state. I think dota times out somehow.
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