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kbengine_stresstest

测试前要求

1:必须使用Linux系统, 如unbuntu系统

2: 系统默认的TCP和可建立的连接数都很小,执行kbengine\kbe\tools\server\linux\socket_optimization.sh优化系统后重启系统

3:根据系统的核数配置适当的cellapp、baseapp进程的数量, 通常一核占用一个进程最好

4: 启动服务器后等待服务器定时将所有场景创建完毕之后才可以进入游戏

5: bots进程最好在另外一台机器上开启, 每个bots进程的虚拟客户端数量最好不要太多kbengine.xml->defaultAddBots->totalCount,例如配置为50, 需要测试多少人就缓慢多启动一点bots进程

6: 条件满足的话dbmgr、cellappmgr、baseappmgr、logger以及mysql最好不要和baseapp、cellapp放在一台硬件上

7:使用print_servers.sh输出服务器当前信息, clients代表当前客户端连接数。


Video: http://v.youku.com/v_show/id_XMjgyMjM0MTYwNA==.html?spm=a2h3j.8428770.3416059.1 screenshots1

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kbengine_stresstest's Issues

Win10 FD_SETSIZE issue when adding bots

Hi,

I've successfully launched kbe v2 with stress test server assets. I've able to launch the client and go through the scenes.

The problem is when I try to start_bots.
bots01: [ERROR]: SelectPoller::doRegisterForRead: Tried to register invalid fd 2000. FD_SETSIZE (64)

I suppose there a ton of work to overcome this issue on Win10, considering your agenda as "Win10 is only for development".

numClients difference between server and unity

I've been trying to achieve at least 1k players in game but couldn't succeed in the stress test. Usually I can see 100 - 150 players max in Unity profiler (GameObjects in Scene) and slowly all disconnects. Although the numClients in the server shows 11k - 12k clients. Also tried to send bots from another machine but that even gets worse (15 - 20 players max).

The server hardware is Xeon E3-2680 v3 12 cores 24 threads, 16 GB RAM, 256 GB SSD, Intel 1Gbps onboard network card and Ubuntu server version.

Do you know what might be causing this difference between server and the client? If server says there are 10k players, shouldn't unity show all of them visually and is there any way to verify this from the client side?

Thanks

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