Hi Jason,

Thanks. It is good to know that the -
Default=x, where x = 0-2 is 'normal', but 
Chris reported that it was still running after 
6 hours, or more... and still unable to exactly 
find where this is output, in the code...

When you say a 'long time', do you mean more than 
this, like DAYS? ;=(( Just trying to get an idea 
of how 'patient' one MUST be... before deciding 
something is really going 'wrong'...

I do not know, or remember, what OS you are using,
but after you mentioned it, I decided to take a 
quick look at server and client in WIN32, and 
there is absolutely NO WAY they would EVER run 
in windows ;=((

For a start neither do the WSAStartup() call, so 
you would not even get a socket allocated; then they 
do close(sock), which bombs in windows - that has 
to be closesocket(sock); and one (or both) use 
read(sock,...) and write(sock,...) instead of 
recv(sock,...) and send(sock,...), which also 
bombs in windows...

Anyway I have made copious fixes for WIN32, and 
now they run fine for me... takes some setting 
up to get it all working... and added a new 
option to client, namely -
 --tool=<fgfs-construct-exe>
so you do not have to make sure this 'exe' is 
in one of your PATH places...

I am presently testing all this more, and will 
posted the fixes if it all works ;=)) I do not 
know much about the server stats yet, but it 
is indicating a rate of over 3,000 buckets 
per hour - a 10x10 chunk is about 2700 buckets,
but ATM running both in the same machine...

AND this is on only 'standard' mapserver cs 
landuse data, with VMAP0 boundaries, with an un-
pushed terrafit on SRTM1 elevations... so is 
just minimal raw data being processed...

And running the server somewhere, and then 
multiple clients should fully utilize any 
multi core machine... but still to test 
this...

>> ( still building YSSY to YWLM )

This also happens to be one of my favorite 
scenery build areas, although I always 
extend that out to YGIL ;=)) That is the 
e150s40 and e140s40 chunks... and the s30 
group if I want to include YBBN...

Any chance we may see the harbor bridge 
in the scenery database ;=)) Sydney always 
looks a bit strange without it, and the Opera 
House, to name a few iconic indicators... 
maybe they are already there since I have 
not done a full check in a while...

And Chris, you can see some of the comments 
associated with the 2009 patch to the rlimits 
code you pointed to are NOT correct!

Even at that time any attempt to limit 
memory use was abandoned, and the CPU timeout 
was doubled...

Like it seems you have done, this 'limit' is 
really NOT applicable to a specific area 
generation, as apposed to a whole world 
generation, using server/client, so like you, 
I 'chop' this 'rlimit' code completely...

I do find after using my modified server/
client combination, the machine becomes 
very 'slow' until a re-boot. Obviously lots 
of resources/memory are used, and they are 
not fully recovered until after a re-boot...

But even using server/client, where the 
client runs fgfs-construct _ONE_ bucket at a 
time, can still take 'hours', as opposed to 
days!, for a 10x10 chunk...

As always, would really like input from 
others on this very important scenery 
generation topic...

Some, like Gijs, and myself, are working on 
a GUI to assist in this scenery generation, 
but the important issue IS making sure the 
TG tools work well, otherwise such a GUI is 
rather pointless...

In the GUI, like in server/client, I only ever 
run fgfs-construct one bucket ID at a time...
ie with --tile-id=<id>... this at least gives 
you some indication on how things are progressing, 
or not... ;=()

Regards,
Geoff.



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