Comments (5)
I've opened a PR to add the player count of the queue as a dimension to the matchmaking search time metric in Prometheus. How does one take a look at these metrics for PROD?
from server.
You need to ask our server admins for access. But I am not sure how having this info in Prometheus is supposed to help?
The wait time calculations need to happen in the server, so they can be sent to the clients
from server.
You need to ask our server admins for access. But I am not sure how having this info in Prometheus is supposed to help? The wait time calculations need to happen in the server, so they can be sent to the clients
My idea was to add the dimension to prometheus to get initial regression modelling for the server calculations. We'd need a sufficiently large sample size for the linear regression so we can store it in prometheus to perform the regression. The other option is to store it in the DB for queue, # of players in the queue, and time it took to find a match.
from server.
I'd say it should be stored in the db otherwise it would be hard to get the info out of Prometheus again
from server.
I'd say it should be stored in the db otherwise it would be hard to get the info out of Prometheus again
Okay too easy. I'll close that PR and get to work on that change.
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Related Issues (20)
- Add localization key to notice messages
- Is an alternative account an issue, and how to deal with it if so. HOT 9
- Newly foed/friended players don't receive necessary game_info messages
- Remove mutual draw exemption for game validity HOT 2
- Incorrect exception logging call
- Messages using SimpleJsonProtocol are limited to 64 KiB (LimitOverrunError) HOT 1
- Achievements are broken again HOT 1
- Consider using msgspec library for structured message serialization HOT 3
- Unrank games that are mutual draw HOT 7
- Better TMM map pool selection algorithm HOT 9
- Possibility to create own ban list HOT 2
- Possible to join TMM team when already in game/match launching state. HOT 3
- Error running RabbitMQ reconnect task
- Connection is closed if two login messages are sent to the same connection
- TMM queue pop timer can march to negative infinity HOT 3
- Clients get disconnected if they search for a queue that is inactive HOT 1
- Matchmaking balancing seems broken HOT 32
- Anope database is going away with IRC changes
- Server no longer uses `SINGLE_PLAYER` validity state
- Searches are sometimes left in the queue while players are doing other things HOT 2
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from server.