Dev Log Week 2025-14: Troubleshooting

Depending on how you see it, this week went more or less according to plan :sweat_smile:

Just for context, a quote from last week’s log:

This was in reference to the house my family and I are building right now and which we’ll hopefully receive the keys to later in week 15. Consequently, I spent a lot of time on site…partly to find and fix bugs in the electrical wiring. Hardware pair-programming with an electrician, if you will :smiley:

But those aren’t the only bugs that kept me on my toes: As you might be aware of, we’re seeing sporadic performance issues in recent weeks. It’s always different game worlds. There’s no clear pattern as to which one “gets hit”. But “getting hit” is the best explanation I’ve come up with up until week 14, because everything points towards (AI-)crawlers fetching large amounts of data from the game’s pages. I implemented some basic counter-measures weeks ago, and I feel like they helped a little bit. But they didn’t really solve the core issue. The core issue being something I figured out this week: Ever since I did a refactoring of AirlineSim’s server code (as in: the code accepting and processing web requests) ages ago, I must have missed a few crucial pieces of configuration relating to resource allocation. Those weren’t really all that critical during regular operations, but they_might_ have side-effects under load that would explain the issues we’re currently seeing.

My next week is packed. But I will try hard to get a fix for this out the door. Not the sort of change I’d like to implement under time pressure, but that’s how it is :grimacing: :sweat_smile:

In other news, I have enabled Japanese as a new language in our internal test game world. Thanks to @GINS for his on-going work on this new localisation!

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