Hello, i'm running a network that has between 1-2 thousand users we have 5 leafs and 1 hub.
It seems as the more users connect to any of our leafs the more cpu usage unreal takes up heres a output of 1 of our leafs.
USER PID %CPU %MEM VSZ RSS TT STAT STARTED TIME COMMAND
b9dd 11521 13.8 2.7 35040 27912 ?? S Sun07AM 551:05.34 ircd: tulip
as you can see a massive 13.8 cpu usage!!!
we have tried debugger via fresh installations commenting and uncommenting modules.
any ideas?
Unreal CPU Usage
OK, I've never run UnrealIRCd in a production environment, but to me, 13.8% CPU usage with 2000 users makes sense to me. That's a lot of users for one server - just think of all the information that the server has to process.
Of course, this is all dependent on what CPU your server has. Consider 13% CPU usage for a Celeron 1.3Ghz and an Athlon X2 4400+ (or Opteron equivalent). I'd be far more concerned if it was chewing 13% of the faster processor.
Of course, this is all dependent on what CPU your server has. Consider 13% CPU usage for a Celeron 1.3Ghz and an Athlon X2 4400+ (or Opteron equivalent). I'd be far more concerned if it was chewing 13% of the faster processor.
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The biggest CPU eaters (this is just of the top of my head) are:
- spamfilter (this can really eat a lot, depending on your rules)
- ssl (if you have tens or hundreds of users)
- chan/usermode +G (though it has been improved a lot, if you are using the default rules, then probably not much impact)
- probably more.. I forgot.
I would suggest to (temporarely?) start with disabling all spamfilter rules and see if you see any change.
- spamfilter (this can really eat a lot, depending on your rules)
- ssl (if you have tens or hundreds of users)
- chan/usermode +G (though it has been improved a lot, if you are using the default rules, then probably not much impact)
- probably more.. I forgot.
I would suggest to (temporarely?) start with disabling all spamfilter rules and see if you see any change.
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the spamfilter has a conf file for every server, so those will be at least being processed
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but if you think about the amout of notices the server has to send out for clients connecting, disconnecting, nickname changes, then Qline conflicts and all those other notices - invisable to normal users but very heavy used - server bans, shuns and tempshuns are a massive problem if u have many of them!!!
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but if you think about the amout of notices the server has to send out for clients connecting, disconnecting, nickname changes, then Qline conflicts and all those other notices - invisable to normal users but very heavy used - server bans, shuns and tempshuns are a massive problem if u have many of them!!!
i spend 4 hrs a day gaming and 14hrs on irc, for 5days a week, im not an addict