Frank wrote on Apr 12
th, 2016 at 7:07am:
In this case it might have actually done what it was attempting to do. The player load does not seem to be any part of the issue.
I should have said it another way...
The process that crashed was the communication process between the server ( alarm gathering server ) and the telecom equipment ( that generated the alarms )
with the server connected to a single test telecom equipment, that generated test alarms when needed by the test plan, everything was fine.
with the server connected to 6 telecom equipment, that generate live alarms from a real telecom network, the process crashed in a matter of seconds.
with the server connected back to the single test telecom equipment, and a frustrated flav in control of all the parts, the process crashed in a matter of minutes.
It took one week for the developer that got assigned to me to fix the problem...
at the rate of one flav generated crash in the morning, one new version of the daemon that crashed late in the afternoon.
Once the daemon survived a telecom equipment restart ( and the 100 pages of alarms it generates in such an event )
as well as a flav tinkering with other applications and settings at the same time, it was considered fit for duty.
( that's the best I could come up with a test bed sized single telecom exchange to simulate a real 6 exchange network )
player load is similar... you try the thing with 30 players and everything is fine... you try it with 300 and everything go to hell.