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    ArcheAge Associate Producer Celestrata Bloodsong's Avatar
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    Exclamation ArcheAge European Server Maintenance: 6:45 / 8:45 AM UTC on 9/10/17

    Greetings Adventurers,

    As explained in our earlier Evolution announcement, we will be bringing the European ArcheAge servers offline this morning at 6:45 AM UTC for continued Evolution maintenance.

    We expect this downtime to take at least 6 hours, but our work may take longer.

    During this period of work, our team will be running a database script that will query your original home servers and attempt to find the items that have not yet been returned to you. Our team has been able to make sure that this script will return the following:
    • Housing Full Kits
    • Furniture & Decor
    • Chests
    • The majority of items in chests

    However, we have identified some items that may not be returned with the method we are using, including some items that may be returned in an incomplete state. This includes:
    • Mounts, Pets, and Vehicles
    • Ship or Pet Accessories that are mounted to a Ship or Pet
    • The remainder of items in chests

    We are proceeding with this method as we want to make sure players have their items for the upcoming housing construction period. Our team will continue to work behind the scenes in order to make sure that all items that may not be returned during tonight's work will be returned to players.

    Because this work may take upwards of 6 hours, we are delaying the start of the European Housing Construction Period to 5:00 PM UTC / 7:00 PM CEST.

    Should further delays be required, we will post them here and on our social media as well.

    Thank you for your patience during this, and we'll see you after the work is complete! Please stay tuned to this post for further announcements, or our Twitter at http://www.twitter.com/archeage.
    Seraphina "Celestrata" Brennan
    Associate Producer, ArcheAge
    Scheherazade -- Morpheus <Haranya Preservation Society>

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  2. #2
    So all EU servers are virtual on just one physical server? or how comes that even those servers which are not affected by the merge/evolution had to go offline too ??

  3. #3
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    I think the same Trion did may not work correctly, because what have they done in the 2 Days of Downtime? Drink only Coffee??? If i work so like trion, I will lost my job! Trion work better and faster and tell ur GM´s to read Tickets correctly

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    Quote Originally Posted by Nightarion View Post
    I think the same Trion did may not work correctly, because what have they done in the 2 Days of Downtime? Drink only Coffee??? If i work so like trion, I will lost my job! Trion work better and faster and tell ur GM´s to read Tickets correctly
    I think they do there best... You know, Trion try to gain money (and maybe provide us some good time... ), and it's not good for them to have offline servers all the time. They can't correct all bugs before they know what they are, and the only way to know them is to let us (players, who are too bug finders ) to come online and say "We have a problem here!". If you want they may can let only some players acces the servers and to some test, but it will delay the servers acces again, and you (and others) will complain again...

    I don't thing you have a job, or an easy job, because every workers have this kind of problems everyday...

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    Hello Team
    I can log into NA, good :-) however for Europe Glyph still gives "play" option, should it not say "down" until the servers are back up ?

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    na super server down bauphase erst ab 19 uhr. für leute wie mich die ab 19 uhr zum nachtdienst müssen ist das ja richtig scheiße. wenn ich dann morgen on komm im spiel sind dann alle bauplätze belegt. find ich mal wieder richtig gut von euch liebes triontaem ihr tut schon wissen wie man leute aus dem spiel vergrault.

  7. #7
    Senior Member jahlon's Avatar
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    Quote Originally Posted by MaceM View Post
    So all EU servers are virtual on just one physical server? or how comes that even those servers which are not affected by the merge/evolution had to go offline too ??
    On behalf of the community I asked that very same question, and even with all the chaos going on Celestrata took the time to explain it:

    *cracks knuckles*

    So ArcheAge servers aren't like Eve Online servers. They are still extremely powerful and they actually start quite quickly, but they are networks of machines that work together in order to form a server. Each region of the machine handles a separate area of the map in a server, which we call a Zone server. These zone servers work together in order to form one "server" that you log into, called a World. Beyond that, there are servers that are specifically dedicated to the Auction House, dubbed the Auction Cluster.

    Behind that is also a separate server to handle the entire region, the game's database for each server, and the login servers (called Auth for short.) All of these servers listen to one another and hand off information to one another to control the run of the region. This is also why when we have to make major changes to the game's structure, even with one server, the other servers can't stay online. There are shared resources like region, auction cluster, auth, and database that need to be changed in order to effectively communicate across the system.

    There are also places in the system where the ArcheAge servers and the technology surrounding them, which are built by XLGAMES, touch the Trion Glyph Platform service. Glyph is what runs all of Trion's products, and it's how we administrate our games. This bridge is necessary for everything to function in our system, and the bridge differs from publisher to publisher. You mentioned EVE Online -- they don't have a similar bridge because they are all developed in house. In that way, Trove/Rift are more similar to EVE -- they were made to be integrated into Glyph and our back-end services from the get go. ArcheAge was not, and had to be adapted for it.

    So, when the game is brought up, region, server masters, database, auth, and a few other servers that I didn't mention (billing, for example) need to all come online and begin talking to one another. Once their connections are complete, the server masters begin spinning up their dedicated zones, forming the world. As zones come online, the NPCs, monsters, and events for those regions begin initializing. You can see it on the server as the blank landscape slowly becomes populated by the required beings of Archeage.

    Once enough zones are loaded, our team goes in and begins to validate pieces of the game to make sure they're running appropriately. Things like, "are there monsters," or "can I earn labor after 10 minutes," or "can I retrieve things from my mailbox." So, while the restart process is fast, there's a human process on top in order to verify that the game has initialized correctly and is running as expected.

    In the case of today's delay, the game was ready for all of you to enter. BUT, we wanted to fix the sovereign issue first, and that required a DB script to be run and the servers to be restarted. That resulted in the initial delay.

    The second delay was because a few of the old database servers for Ollo, Kraken, and others came back alive due to a environment start call that rebooted them. Once they were alive, they were attempting to reach out the logging servers that didn't exist, thus resulting in a full set of crashes that prevented the environment from correctly initializing. We caught that error pretty fast and corrected it, shutting everything down and restarting the full process.

    Ultimately, a restart can be completed in about 20 minutes. Had we not gotten halfway through the restart, we would have gotten this done faster and then gotten through our validations even quicker. But, the restart forced a delay, which also forced the validation to be delayed.

    -OR-

    TL;DR -- well it's not just a single server its more complicated than that.

    As found here: http://forums.archeagegame.com/showt...=1#post2638056
    Jahlon The Legendary Clicker
    GM of Paradox
    Paradox Gaming Network
    Paradox Youtube Channel

  8. #8
    Quote Originally Posted by jahlon View Post
    On behalf of the community I asked that very same question, and even with all the chaos going on Celestrata took the time to explain it:

    *cracks knuckles*

    So ArcheAge servers aren't like Eve Online servers. They are still extremely powerful and they actually start quite quickly, but they are networks of machines that work together in order to form a server. Each region of the machine handles a separate area of the map in a server, which we call a Zone server. These zone servers work together in order to form one "server" that you log into, called a World. Beyond that, there are servers that are specifically dedicated to the Auction House, dubbed the Auction Cluster.

    Behind that is also a separate server to handle the entire region, the game's database for each server, and the login servers (called Auth for short.) All of these servers listen to one another and hand off information to one another to control the run of the region. This is also why when we have to make major changes to the game's structure, even with one server, the other servers can't stay online. There are shared resources like region, auction cluster, auth, and database that need to be changed in order to effectively communicate across the system.

    There are also places in the system where the ArcheAge servers and the technology surrounding them, which are built by XLGAMES, touch the Trion Glyph Platform service. Glyph is what runs all of Trion's products, and it's how we administrate our games. This bridge is necessary for everything to function in our system, and the bridge differs from publisher to publisher. You mentioned EVE Online -- they don't have a similar bridge because they are all developed in house. In that way, Trove/Rift are more similar to EVE -- they were made to be integrated into Glyph and our back-end services from the get go. ArcheAge was not, and had to be adapted for it.

    So, when the game is brought up, region, server masters, database, auth, and a few other servers that I didn't mention (billing, for example) need to all come online and begin talking to one another. Once their connections are complete, the server masters begin spinning up their dedicated zones, forming the world. As zones come online, the NPCs, monsters, and events for those regions begin initializing. You can see it on the server as the blank landscape slowly becomes populated by the required beings of Archeage.

    Once enough zones are loaded, our team goes in and begins to validate pieces of the game to make sure they're running appropriately. Things like, "are there monsters," or "can I earn labor after 10 minutes," or "can I retrieve things from my mailbox." So, while the restart process is fast, there's a human process on top in order to verify that the game has initialized correctly and is running as expected.

    In the case of today's delay, the game was ready for all of you to enter. BUT, we wanted to fix the sovereign issue first, and that required a DB script to be run and the servers to be restarted. That resulted in the initial delay.

    The second delay was because a few of the old database servers for Ollo, Kraken, and others came back alive due to a environment start call that rebooted them. Once they were alive, they were attempting to reach out the logging servers that didn't exist, thus resulting in a full set of crashes that prevented the environment from correctly initializing. We caught that error pretty fast and corrected it, shutting everything down and restarting the full process.

    Ultimately, a restart can be completed in about 20 minutes. Had we not gotten halfway through the restart, we would have gotten this done faster and then gotten through our validations even quicker. But, the restart forced a delay, which also forced the validation to be delayed.

    -OR-

    TL;DR -- well it's not just a single server its more complicated than that.

    As found here: http://forums.archeagegame.com/showt...=1#post2638056
    So what you're saying is "Why does this have to take 6 hours?" ?

  9. #9

    Thanks for the clear response

    That's a really clear description of the server architecture - I am little surprised UAT is not automated rather than it being a "Human Process".

    With such as big technical task I am really surprised we face issues such as missing inventory items as this should be clearly mapped from Db Tables.


    Quote Originally Posted by jahlon View Post
    On behalf of the community I asked that very same question, and even with all the chaos going on Celestrata took the time to explain it:

    *cracks knuckles*

    So ArcheAge servers aren't like Eve Online servers. They are still extremely powerful and they actually start quite quickly, but they are networks of machines that work together in order to form a server. Each region of the machine handles a separate area of the map in a server, which we call a Zone server. These zone servers work together in order to form one "server" that you log into, called a World. Beyond that, there are servers that are specifically dedicated to the Auction House, dubbed the Auction Cluster.

    Behind that is also a separate server to handle the entire region, the game's database for each server, and the login servers (called Auth for short.) All of these servers listen to one another and hand off information to one another to control the run of the region. This is also why when we have to make major changes to the game's structure, even with one server, the other servers can't stay online. There are shared resources like region, auction cluster, auth, and database that need to be changed in order to effectively communicate across the system.

    There are also places in the system where the ArcheAge servers and the technology surrounding them, which are built by XLGAMES, touch the Trion Glyph Platform service. Glyph is what runs all of Trion's products, and it's how we administrate our games. This bridge is necessary for everything to function in our system, and the bridge differs from publisher to publisher. You mentioned EVE Online -- they don't have a similar bridge because they are all developed in house. In that way, Trove/Rift are more similar to EVE -- they were made to be integrated into Glyph and our back-end services from the get go. ArcheAge was not, and had to be adapted for it.

    So, when the game is brought up, region, server masters, database, auth, and a few other servers that I didn't mention (billing, for example) need to all come online and begin talking to one another. Once their connections are complete, the server masters begin spinning up their dedicated zones, forming the world. As zones come online, the NPCs, monsters, and events for those regions begin initializing. You can see it on the server as the blank landscape slowly becomes populated by the required beings of Archeage.

    Once enough zones are loaded, our team goes in and begins to validate pieces of the game to make sure they're running appropriately. Things like, "are there monsters," or "can I earn labor after 10 minutes," or "can I retrieve things from my mailbox." So, while the restart process is fast, there's a human process on top in order to verify that the game has initialized correctly and is running as expected.

    In the case of today's delay, the game was ready for all of you to enter. BUT, we wanted to fix the sovereign issue first, and that required a DB script to be run and the servers to be restarted. That resulted in the initial delay.

    The second delay was because a few of the old database servers for Ollo, Kraken, and others came back alive due to a environment start call that rebooted them. Once they were alive, they were attempting to reach out the logging servers that didn't exist, thus resulting in a full set of crashes that prevented the environment from correctly initializing. We caught that error pretty fast and corrected it, shutting everything down and restarting the full process.

    Ultimately, a restart can be completed in about 20 minutes. Had we not gotten halfway through the restart, we would have gotten this done faster and then gotten through our validations even quicker. But, the restart forced a delay, which also forced the validation to be delayed.

    -OR-

    TL;DR -- well it's not just a single server its more complicated than that.

    As found here: http://forums.archeagegame.com/showt...=1#post2638056

  10. #10
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    Join Date
    Nov 2014
    Posts
    1

    count the records

    Quote Originally Posted by jahlon View Post
    On behalf of the community I asked that very same question, and even with all the chaos going on Celestrata took the time to explain it:

    *cracks knuckles*

    So ArcheAge servers aren't like Eve Online servers. They are still extremely powerful and they actually start quite quickly, but they are networks of machines that work together in order to form a server. Each region of the machine handles a separate area of the map in a server, which we call a Zone server. These zone servers work together in order to form one "server" that you log into, called a World. Beyond that, there are servers that are specifically dedicated to the Auction House, dubbed the Auction Cluster.

    Behind that is also a separate server to handle the entire region, the game's database for each server, and the login servers (called Auth for short.) All of these servers listen to one another and hand off information to one another to control the run of the region. This is also why when we have to make major changes to the game's structure, even with one server, the other servers can't stay online. There are shared resources like region, auction cluster, auth, and database that need to be changed in order to effectively communicate across the system.

    There are also places in the system where the ArcheAge servers and the technology surrounding them, which are built by XLGAMES, touch the Trion Glyph Platform service. Glyph is what runs all of Trion's products, and it's how we administrate our games. This bridge is necessary for everything to function in our system, and the bridge differs from publisher to publisher. You mentioned EVE Online -- they don't have a similar bridge because they are all developed in house. In that way, Trove/Rift are more similar to EVE -- they were made to be integrated into Glyph and our back-end services from the get go. ArcheAge was not, and had to be adapted for it.

    So, when the game is brought up, region, server masters, database, auth, and a few other servers that I didn't mention (billing, for example) need to all come online and begin talking to one another. Once their connections are complete, the server masters begin spinning up their dedicated zones, forming the world. As zones come online, the NPCs, monsters, and events for those regions begin initializing. You can see it on the server as the blank landscape slowly becomes populated by the required beings of Archeage.

    Once enough zones are loaded, our team goes in and begins to validate pieces of the game to make sure they're running appropriately. Things like, "are there monsters," or "can I earn labor after 10 minutes," or "can I retrieve things from my mailbox." So, while the restart process is fast, there's a human process on top in order to verify that the game has initialized correctly and is running as expected.

    In the case of today's delay, the game was ready for all of you to enter. BUT, we wanted to fix the sovereign issue first, and that required a DB script to be run and the servers to be restarted. That resulted in the initial delay.

    The second delay was because a few of the old database servers for Ollo, Kraken, and others came back alive due to a environment start call that rebooted them. Once they were alive, they were attempting to reach out the logging servers that didn't exist, thus resulting in a full set of crashes that prevented the environment from correctly initializing. We caught that error pretty fast and corrected it, shutting everything down and restarting the full process.

    Ultimately, a restart can be completed in about 20 minutes. Had we not gotten halfway through the restart, we would have gotten this done faster and then gotten through our validations even quicker. But, the restart forced a delay, which also forced the validation to be delayed.

    -OR-

    TL;DR -- well it's not just a single server its more complicated than that.

    As found here: http://forums.archeagegame.com/showt...=1#post2638056

    when transferring data from one database to another, it is usually done with referential integrity, to ensure that all data has been passed. For greater security, all records of each table that has been passed are counted, and in the final table, there must be the sum of all records.

    I think a technical failure, occurs when a computer physically breaks, but it is not a technical failure, which does not prove that all the data has been correctly transferred from one site to

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