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stevegrant

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  1. Only if we assume that the players they still have under contract on good money are any good...
  2. No, it doesn't quite work that way. Any contracts that are above the division-mandated average that were already in place before today will be counted as that average amount either for the duration of that contract or until a new contract is signed.
  3. Interesting that Millwall have released details via their Supporters Club of how they anticipate things working for them initially. Capacity will be 6,000, including corporate and director areas (usual capacity is about 19,000, I think), and as only 2,600 have renewed their season tickets so far (had around 7,000 last season, apparently), they've decided that those people will automatically get entry to every game (assuming capacity isn't reduced again) and that they will only sell another 900 for the time being. 600 seats taken for corporate hospitality and directors, so the remaining 2000 will be allocated to applications with priority given to last season's season ticket holders, with the proviso that if a 19/20 season ticket holder takes up their priority access for a game, they won't be eligible for the following home game, they'd have to wait until further down the line. Sounds overly complicated, but it's going to be really difficult for clubs to come up with a solution that is "fair" to everyone, and you're never going to be able to please everybody.
  4. stevegrant

    Site issues

    No, that was the frustrating thing - the number of requests hasn't changed at all, but perhaps there were some bots running searches on the site rather than spidering links like most would do. All a bit weird.
  5. stevegrant

    Site issues

    Well I'd take 1000ms over 30,000ms So last night I went through the general permissions across the site and turned off search for guests. Turns out that guests seem to do a lot of DB-heavy searching - who knew? 🤷‍♂️
  6. stevegrant

    Site issues

    Not sure. There's a lot of caching being used to reduce the number of database queries, and I guess where the Lounge is lesser-populated than the main forum, there might be fewer cache-saving triggers, but that's a complete stab-in-the-dark theory. I did notice this afternoon that one of the caching engines we use wasn't - for reasons unknown - actually installed and running on the servers. Having installed and activated it this afternoon, the CPU usage has reduced significantly (although it wasn't high anyway, barely touching over 20%, which makes the latency issue even more infuriating and confusing) and the auto-scaling we have in place has decided that one server is sufficient for our needs at the moment. We'll see how that continues...
  7. stevegrant

    Site issues

    Take this as an example (time is GMT, not BST, hence the hour difference), most of the time the latency is fine, but then you get this one weird spike that screws everything up for a couple of minutes - and it is a short period each time, it's just the last few days has seen loads of them in a relatively short space of time so it's seemed like it's constant.
  8. stevegrant

    Site issues

    Can't be that, the spikes aren't constant...
  9. stevegrant

    Site issues

    Essentially we have a latency issue, which is confusing as it doesn't necessarily coincide with any sort of spike in traffic (and of course the traffic is relatively low right now - the current setup was coping much better when we had hundreds online at once at full-time in any of the recent games). When the latency levels are low, the site runs very smoothly, and with decent numbers online. Then suddenly the latency jumps to 10+ seconds and it all falls over. It's baffling and there's no trace of what's causing it at the moment. To answer a few questions/comments from above: No, we're not going to use Tapatalk. It's a piece of crap that actually makes things worse. No, we're not rolling back to the old setup. The software was dated both in terms of the forum software and what was installed on the server itself, which was causing issues in itself which would have needed rectifying anyway. The old server has been decommissioned, we don't have access to it anymore.
  10. stevegrant

    Site issues

    A previous ad partner went under around two years ago owing us more than £5k, so that's basically where the shortfall lies. Once we've got something reliable in place to replace that, it should be fine, but I don't want to just put any old ad platform in place because some are horrendous in terms of taking over the page, etc.
  11. stevegrant

    Site issues

    To put the situation in simpler terms, the old server cost £300 per month and I wasn't willing/able to continue to subsidise at least half of that cost myself, so another more flexible solution had to be found.
  12. I think Ralph said in a press conference either before or after Sunday's game that we'll be staying at home for pre-season, so yeah, it'll be a fully-domestic programme of friendlies.
  13. stevegrant

    Site issues

    Working on a few things to try to improve the performance but while minimising the cost too - essentially we've now got multiple servers running which can scale up and down depending on the load at the time. The key is tuning the threshold at which new servers are made available... bit of a trial-and-error thing, unfortunately.
  14. Working on some things today. Essentially the old server was far too expensive compared to the revenue the site generates these days, so it's all been streamlined. For the most part it copes with the load, but there are occasional spikes that are causing some issues which I'm hoping to iron out today.
  15. Come on convenient draw!
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