Author Topic: Auto PW Reset  (Read 1249 times)

Legacy_GhostOfGod

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Auto PW Reset
« on: July 21, 2010, 06:54:51 am »


               Not sure this is the correct forum section for these questions but this is really the only one i go to so I figured i'd ask, as it does have something to do with scripting.

We have always used the nwnx "crash" method of restarting our PW and it seemed like that was just the normal accepted method of doing it. Then I was reading one topic on the old board:  nwn.bioware.com/forums/viewtopic.html .

So all you really need to do is just delay and then use the "StartNewModule" function?

Why does this seem like it's too easy?
What's the catch?
Why hasn't this been the prefered typical method all along?
Why does NWNX even have that other method of restarting the mod?

After reading Lightfoots suggestion I was like....duh...why didn't i just do that?

Anyway I was just very curious about these different methods and whether or not either of them has any negative or posistive impact on the mod.

Thanks in advance.
               
               

               


                     Modifié par GhostOfGod, 21 juillet 2010 - 06:05 .
                     
                  


            

Legacy_ChaosInTwilight

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« Reply #1 on: July 21, 2010, 08:45:09 am »


               Trouble with StartNewModule stems from the fact that it does just that.  It Does Not Reset the server application, or clear up any of the memory that can leek while the server app is running.



It worked fine for the campaign, and I'm sure it works well with other multi-part single player modules. But NWN was never designed to be run for PW-style durations, and the server app did bleed out memory usage last I checked.



Summary:   StartNewModule   !=   ResetServerApplication
               
               

               
            

Legacy_GhostOfGod

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« Reply #2 on: July 21, 2010, 08:54:59 am »


               Ah. Gotcha. Thanks for clearing that up Chaos. I didn't realize it was the application itself that had to be reset to clear up any memory problems. I was kinda hoping that just restarting the mod would clear that up. Oh well. Just means I don't have to change anything. '<img'>
               
               

               


                     Modifié par GhostOfGod, 21 juillet 2010 - 07:56 .
                     
                  


            

Legacy_Knight_Shield

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« Reply #3 on: July 21, 2010, 05:34:57 pm »


               Oh yes I use a module reload script so DM's can RELOAD MODULE if they need.Actual SERVER RESET I do since it is an interface server.One of the DM's imformed me after making it crash (something to do with 100 kolbolds running aound)the server reset itself in about 5minutes.This is a host server .I can schedule it to turn itself on and off but not in intervals ...you have to give it date time etc..
               
               

               
            

Legacy_BelowTheBelt

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« Reply #4 on: July 21, 2010, 06:15:30 pm »


               i use a combination of the countdown script and NWNX, but core is the following:

1) NWNX2 to restart the server app
2) A freeware shutdown program that actually shuts down the server and restarts it at 4 regular intervals throughout the day (every 6 hours)...this helps players have consistent times to know when a reboot is coming. Here's the one I use http://download.cnet...-10907907.html , but there are tons out there. This one allows for multiple restarts during a day.
3) I put the NWNX2 application in the startup menu of programs my server launches (very easy to do in Windows XP) and it then launches the NWN dedicated server application

The whole process works flawlessly and the entire actions of shutdown/restart/launch NWNX2/launch NWN server/load game takes about a minute and a half for my system.
               
               

               


                     Modifié par BelowTheBelt, 21 juillet 2010 - 05:23 .
                     
                  


            

Legacy_Genisys

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« Reply #5 on: July 21, 2010, 07:49:23 pm »


               What exactly is a memory leak?

What causes a memory leak?

How long before this memory leak becomes a server crashing issue?

If you can answer those three questions thoroughly it would be appreciated, thanks..
               
               

               
            

Legacy_ChaosInTwilight

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« Reply #6 on: July 21, 2010, 10:18:46 pm »


               Memory_leak

Consequences

Varries depending how fast memory is used.
               
               

               
            

Legacy_Sharona Curves

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« Reply #7 on: July 22, 2010, 01:42:52 am »


               Is there anyway to monitor or log this leakage? 

The reason I ask is because that would probably help determining whether StartNewModule() can
be done or if another method should be used.

In my Persistent World, our DMs utilize the http://nwvault.ign.c...detail&id=2993' class='bbc_url' title='External link' rel='nofollow external'> SIMTools v3.0 Speech Integration and Management Tools  
dm_reset_mod command which utilizes the NWNX Shutdown/Reset Plug-in. 

I highly recommend this, but still curious if there is a way to monitor the memory leakage thingie.  

Thanks FunkySwerve, the HG Testers, and VirusMan for all your Plug-in Goodness. 
My world and many others would be less without your talent and dedication.
               
               

               
            

Legacy_Knight_Shield

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« Reply #8 on: July 22, 2010, 02:38:37 am »


               I have heard of memory leakage too.I'm new to hosting .My thoughts are if yuor on yuor own server at home you would want to do a reset.This dumps the memory totally from what I understand.My module is on an online site on a linux server shared with other people.I think they have a program that  cycles the memory.Im not positive so anyone who knows about this technical stuff please let us know.