Cefiar
05-22-2018, 12:26 AM
Always happens. Soon as there's a new event, the game becomes unusable around the change-over time. In this case it's the usual "HttpServerServiceUnavailable" message.
So far, it's been roughly 25 mins and I still can't load the game, which is a little more than typical (usually 5-10 mins).
So what's gone wrong today? Will the next event go longer to "cover" this lost time?
PS: NF, you really need to learn how to redirect network traffic (eg: using a load balancing router) and run multiple (redundant?) servers. This way at cut-over you could simply change the router to point traffic at the server(s) already running the new code and avoid all this downtime. Plus, cos the server would be running beforehand (but not reachable by the default game) you could actually TEST that clients could connect (and work with) the soon to be live server before it's available to the public.
So far, it's been roughly 25 mins and I still can't load the game, which is a little more than typical (usually 5-10 mins).
So what's gone wrong today? Will the next event go longer to "cover" this lost time?
PS: NF, you really need to learn how to redirect network traffic (eg: using a load balancing router) and run multiple (redundant?) servers. This way at cut-over you could simply change the router to point traffic at the server(s) already running the new code and avoid all this downtime. Plus, cos the server would be running beforehand (but not reachable by the default game) you could actually TEST that clients could connect (and work with) the soon to be live server before it's available to the public.