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I was running a load/stress test to allocated 10K gameservers every 30 minutes (gameservers shutdowns in 10 minutes after allocation). The performance of the Agones was deteriorating with everyone run. It turns out the 10K+ go routines that are created with every run never completes. In about 7 hours around the total number of go routines reached 400K.
The issue id being caused because of WaitForCacheSync call in gameserver creation. Under huge number of calls, cache never syncs and all the go routines continue to wait indefinitely.
Hello @ilkercelikyilmaz , this seems the same old issue, but reopened after dep ensure execution and I suppose was fixed as previously in: 1bdd5a5
So please update and rerun your test, at least starting part. 😄
Hi @aLekSer ,
You are right this fixes the issue. However I got it fixed locally by removing the call WaitForCacheSync.
I've tested with the fix only (without removing the WaitForCacheSync). There is no more leak but the GS creation with the WaitForCacheSync and it takes longer under the load test.
Do you think we can close the #414 ?
Thanks,
ilker
Thanks @ilkercelikyilmaz for checking it with updated master.
Regarding this Memory leak ticket I think you should close this and open new ticket or Pull Request with different description if you see some other problem with WaitForCacheSync() function. WaitForCacheSync() uses WaitFor() undernearth through next function:
I was running a load/stress test to allocated 10K gameservers every 30 minutes (gameservers shutdowns in 10 minutes after allocation). The performance of the Agones was deteriorating with everyone run. It turns out the 10K+ go routines that are created with every run never completes. In about 7 hours around the total number of go routines reached 400K.
The issue id being caused because of WaitForCacheSync call in gameserver creation. Under huge number of calls, cache never syncs and all the go routines continue to wait indefinitely.
This can be related to #414 .
Working on a fix now. Will submit a PR.
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