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[DiscordArchive] Does that mean I need to add both files or is it unfixable right now ?

[DiscordArchive] Does that mean I need to add both files or is it unfixable right now ?

rektbyfaith
Administrator
0
11-01-2022, 07:47 PM
#1
Archived author: Frosthawk • Posted: 2022-11-01T19:47:43.106000+00:00
Original source

Does that mean I need to add both files or is it unfixable right now ?
rektbyfaith
11-01-2022, 07:47 PM #1

Archived author: Frosthawk • Posted: 2022-11-01T19:47:43.106000+00:00
Original source

Does that mean I need to add both files or is it unfixable right now ?

rektbyfaith
Administrator
0
11-01-2022, 07:49 PM
#2
Archived author: Not this again • Posted: 2022-11-01T19:49:53.714000+00:00
Original source

It seems to be unfixable right now- it was mentioned sometime last week that the docker compiler was messed up and we'll be informed when it's fixed
rektbyfaith
11-01-2022, 07:49 PM #2

Archived author: Not this again • Posted: 2022-11-01T19:49:53.714000+00:00
Original source

It seems to be unfixable right now- it was mentioned sometime last week that the docker compiler was messed up and we'll be informed when it's fixed

rektbyfaith
Administrator
0
11-01-2022, 07:52 PM
#3
Archived author: Frosthawk • Posted: 2022-11-01T19:52:03.746000+00:00
Original source

Oh ok damn thanks
rektbyfaith
11-01-2022, 07:52 PM #3

Archived author: Frosthawk • Posted: 2022-11-01T19:52:03.746000+00:00
Original source

Oh ok damn thanks

rektbyfaith
Administrator
0
11-01-2022, 07:52 PM
#4
Archived author: Frosthawk • Posted: 2022-11-01T19:52:57.612000+00:00
Original source

Is the normal compiling method much more difficult ?
rektbyfaith
11-01-2022, 07:52 PM #4

Archived author: Frosthawk • Posted: 2022-11-01T19:52:57.612000+00:00
Original source

Is the normal compiling method much more difficult ?

rektbyfaith
Administrator
0
11-01-2022, 07:55 PM
#5
Archived author: Not this again • Posted: 2022-11-01T19:55:16.037000+00:00
Original source

It requires a different set of knowledge and typically takes longer from my experience
rektbyfaith
11-01-2022, 07:55 PM #5

Archived author: Not this again • Posted: 2022-11-01T19:55:16.037000+00:00
Original source

It requires a different set of knowledge and typically takes longer from my experience

rektbyfaith
Administrator
0
11-01-2022, 07:55 PM
#6
Archived author: Not this again • Posted: 2022-11-01T19:55:58.876000+00:00
Original source

Where docker usually handles the more complicated stuff the normal way requires you to essentially build it yourself
rektbyfaith
11-01-2022, 07:55 PM #6

Archived author: Not this again • Posted: 2022-11-01T19:55:58.876000+00:00
Original source

Where docker usually handles the more complicated stuff the normal way requires you to essentially build it yourself

rektbyfaith
Administrator
0
11-01-2022, 07:56 PM
#7
Archived author: Frosthawk • Posted: 2022-11-01T19:56:41.312000+00:00
Original source

ok thanks might have to stick to a repack for now
rektbyfaith
11-01-2022, 07:56 PM #7

Archived author: Frosthawk • Posted: 2022-11-01T19:56:41.312000+00:00
Original source

ok thanks might have to stick to a repack for now

rektbyfaith
Administrator
0
11-01-2022, 10:41 PM
#8
Archived author: Wiljafor1 • Posted: 2022-11-01T22:41:24.877000+00:00
Original source

part of proof https://github.com/kubernetes-sigs/prometheus-adapter, using this adapter can possible expose metric to HPA, but for that works need impl prometheus on gameserver
rektbyfaith
11-01-2022, 10:41 PM #8

Archived author: Wiljafor1 • Posted: 2022-11-01T22:41:24.877000+00:00
Original source

part of proof https://github.com/kubernetes-sigs/prometheus-adapter, using this adapter can possible expose metric to HPA, but for that works need impl prometheus on gameserver

rektbyfaith
Administrator
0
11-02-2022, 08:26 AM
#9
Archived author: xzesstence • Posted: 2022-11-02T08:26:42.179000+00:00
Original source

im not talking about metrics, im talking about synchronisation... hpa is a much bigger topic then metrics only...
you can not just launch instances of something to scale it up in performance...
imagine like this... if you launch several instances of the gameserver... how are the informations of each instance synchronised between the clients??

each instance will contain informations like player positions and rotations, chat informations, animation states, spawned things like particle effects or other things happening each instance will decide of its necessary to send those relevant informations to a client based on position etc..
for this the gameserver which is suddenly more than one instance need all informations together, something like a head logic on top of all instances...this has to be programmed and can not be just scaled up... you will end up with x amount of different game servers or versions of the world but you not extending it..

if its about databases the syncronisation can be done by persistent storage technology for example longhorn to keep saved data in form of files magically in sync between replicas but since a gameserver is not a database, exchanging informations very fast through UDP between client and server this wont help
rektbyfaith
11-02-2022, 08:26 AM #9

Archived author: xzesstence • Posted: 2022-11-02T08:26:42.179000+00:00
Original source

im not talking about metrics, im talking about synchronisation... hpa is a much bigger topic then metrics only...
you can not just launch instances of something to scale it up in performance...
imagine like this... if you launch several instances of the gameserver... how are the informations of each instance synchronised between the clients??

each instance will contain informations like player positions and rotations, chat informations, animation states, spawned things like particle effects or other things happening each instance will decide of its necessary to send those relevant informations to a client based on position etc..
for this the gameserver which is suddenly more than one instance need all informations together, something like a head logic on top of all instances...this has to be programmed and can not be just scaled up... you will end up with x amount of different game servers or versions of the world but you not extending it..

if its about databases the syncronisation can be done by persistent storage technology for example longhorn to keep saved data in form of files magically in sync between replicas but since a gameserver is not a database, exchanging informations very fast through UDP between client and server this wont help

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