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Re: Avoid Crashing

Posted: Sat May 02, 2020 2:11 pm
by Kent Briggs
pleaseadddrawgames wrote:What are you looking for specifically?
I'm checking to make sure you didn't bring down your own server by flooding it with too many API calls.

Re: Avoid Crashing

Posted: Sat May 02, 2020 3:07 pm
by pleaseadddrawgames
Kent Briggs wrote:
pleaseadddrawgames wrote:What are you looking for specifically?
I'm checking to make sure you didn't bring down your own server by flooding it with too many API calls.
Can you give me a little guidance what to look for?

Re: Avoid Crashing

Posted: Sat May 02, 2020 3:41 pm
by Kent Briggs
pleaseadddrawgames wrote:Can you give me a little guidance what to look for?
Load your event file into the Event Log Viewer utility:

http://www.briggsoft.com/docs/pmavens/Utilities.htm

Use the Filter button to isolate the API calls. Count how many there are in the minutes before a crash.

Re: Avoid Crashing

Posted: Wed Oct 14, 2020 10:25 am
by rousepoker
Kent Briggs wrote:
pleaseadddrawgames wrote:Can you give me a little guidance what to look for?
Load your event file into the Event Log Viewer utility:

http://www.briggsoft.com/docs/pmavens/Utilities.htm

Use the Filter button to isolate the API calls. Count how many there are in the minutes before a crash.
Do you have a recommended amount of API calls per min to stay under to help prevent the software from getting overloaded from API calls?

Re: Avoid Crashing

Posted: Wed Oct 14, 2020 11:38 am
by Kent Briggs
rousepoker wrote:Do you have a recommended amount of API calls per min to stay under to help prevent the software from getting overloaded from API calls?
Keep an eye on the thread count as each API connection creates a temporary thread. You can either monitor the Thread column for PMServer.exe on the Processes tab in Windows Task Manager or use the System tab -> Log Settings -> Traffic interval setting to record the thread count to the Event Log at specified intervals. Trouble usually begins when the thread count gets above 2000 or so, especially in the 32-bit editions.