Failures now hurt only the traffic and servers they touch, and big dedicated servers no longer stutter when one fails. Lamps, spread advice and placement reasons read the same on every screen.
Fixed
Network and failures
- A busy switch only fails traffic that crosses it. A saturated or storming spine no longer drops requests routed through a different spine, and MAC flap losses follow the path each flow takes.
- Workloads leave a failing zone for servers that stay up. When a zone, rack breaker or heat runaway takes servers down, their workloads no longer move onto a neighbour that fails seconds later.
- CPU contention incidents point at the busiest server. A customer spread over several overloaded servers is sent to the one under the most load, not the lowest numbered.
- Cutting a carrier line takes workloads off stranded servers at once. Servers that lose their only path stop serving right away, and the outage counts against their customers.
Customers and capacity
- Servers in maintenance no longer count as free room. "Can you serve it", growth requests, the capacity meters, segment capacity and the GPU verdict leave them out, so a prospect that fits can be placed.
Multiplayer
- Big dedicated servers no longer stutter when a server fails. With thousands of servers, every failure or recovery froze the world for about half a second. The game now handles it in a few milliseconds.
- Multiplayer sends far less when a message arrives. On big worlds, each new message or read thread sent every player the whole comms list again. Now the server sends only the channels that changed.
Interface
- The Relocate button moves you again. Since v0.1.72 the game refused every one-press move, and only a schedule picked in Options worked. The button now moves you on the standard schedule.
- The comms panel loads messages on big worlds again. With many customers, threads stayed empty and Mark all read did nothing. Both now update within a few seconds.
- Rack lamps match the lamps in the world. A switch, router or firewall in the rack view shows the same lamp as the device for storms, MAC flaps, saturated fabric and dead power supplies.
- Spread advice gives you numbers. A stacked service's card now says how many sit on one machine and how many to move, using the same per-machine limit as the spread warning.
- Placement problems read the same everywhere. The customer inspector and the repair hints give each reason in the same words, and a cross-network outage names the customer instead of a number.
Notes
- Saves load both ways. A v0.1.74 save opens in v0.1.73, and older saves open in v0.1.74.
- Version lock. The game and its server now speak protocol 72, so a v0.1.74 client cannot join a v0.1.73 server or the reverse.
- The metrics API now lists more series. Gateways list 7 series, firewalls 10 and SIEMs 12; fleet adds reputation, drops, scrubbing, events and attack series. Log series now answer only on a SIEM.
