Cantr Time Problems (slow, minutes not resetting, etc).
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- Tiamo
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- Jos Elkink
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- Tiamo
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This is rather technical, but i think a process scheduled for a certain time is skipped when the game is down at that time, or the process is prematurely ended when the game goes down when the process is running.
I have seen progress being skipped a few times last year, usually the projects.
I have seen progress being skipped a few times last year, usually the projects.
I think ...
- Jos Elkink
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- chase02
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Is anyone else noticing the downtime getting increasingly erratic? I don't believe I'm the only one seeing this..
Unless the downtime info page is out of date, cantr should be going down once a day for up to half an hour. For as long as I can remember, it has been going down at the same times at least three times each 24 hour period, for 10-20 minutes each time.
The last week or so I'm seeing it go down at least once every couple of hours, from several minutes to several hours in duration... what's going on?
Unless the downtime info page is out of date, cantr should be going down once a day for up to half an hour. For as long as I can remember, it has been going down at the same times at least three times each 24 hour period, for 10-20 minutes each time.
The last week or so I'm seeing it go down at least once every couple of hours, from several minutes to several hours in duration... what's going on?

- Jos Elkink
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That screen just appears whenever a connection to the backend database fails. This can have all kinds of reasons, and generally relates to too many users being active at the same time or too many server processes running. So it's an optimisation problem and it is exactly the same problem as the lag.
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- *Wiro
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Processes are like, beeped up. EIGHT processes were going on yesterday, because of the massive lag. The food tick that was supposed to happen like 23 hours ago, is STILL floating around. And the turn.finish (I believe that's the one... for minutes) tick did not occur.
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- SekoETC
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They said the food tick isn't actually running anymore, the part that tells you which processes are running hasn't updated properly. It might be possible that the breaking of processes has changed the timing and some ticks like turn.finish will end up happening at a different time than what they used to (not like this hadn't happened several times in past) but this is just a guess.
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- Jos Elkink
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Jos Elkink wrote:Not sure this is still a problem, but just to be sure I reset all minutes to 200.
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The lost project ticks are probably going to kill my favorite character. He is trying to break a lock to escape from a lunatic that is trying to kill him. The lunatic attacks once a day and he is not hindered by the lost ticks. But I keep losing ticks for the lock-breaking project.
I've lost nearly a day of lock-breaking and now the latest attack of the lunatic has wounded me. Even if we get make-up ticks, my wounded character is now less capable of work and needs 11 ticks (instead of 8) for each lock-breaking attempt.
The latest project-tick was missed again, so my character has little chance of breaking that lock before the next attack of the lunatic. If he wounds me further, which is likely, I will need even more ticks to break the lock. The loss of project ticks (without an equivalent loss for people attacking) has tilted the playing field significantly against my character.
It is not fair that attackers get to attack unhindered every day, while those trying to escape are stopped by lost project-ticks.
I've lost nearly a day of lock-breaking and now the latest attack of the lunatic has wounded me. Even if we get make-up ticks, my wounded character is now less capable of work and needs 11 ticks (instead of 8) for each lock-breaking attempt.
The latest project-tick was missed again, so my character has little chance of breaking that lock before the next attack of the lunatic. If he wounds me further, which is likely, I will need even more ticks to break the lock. The loss of project ticks (without an equivalent loss for people attacking) has tilted the playing field significantly against my character.
It is not fair that attackers get to attack unhindered every day, while those trying to escape are stopped by lost project-ticks.
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