Kaleidescape Module ?
HARMAN_Lanussinio
Posts: 35
Hi,
I just notice the Kaleidescape module I use (available on Kal website) is overloading the CPU of my controller about 98% of usage.
I found the for loop used in the define_program section in the include file Kaleidescape Multiple Panel Include is causing the issue. when I removed it the CPU usage is back to normal.
This part of code is used to handle feedback on the panel.
Does anyone ever notice this issue ? and if yes how did you manage button feedback ?
Regards,
I just notice the Kaleidescape module I use (available on Kal website) is overloading the CPU of my controller about 98% of usage.
I found the for loop used in the define_program section in the include file Kaleidescape Multiple Panel Include is causing the issue. when I removed it the CPU usage is back to normal.
This part of code is used to handle feedback on the panel.
Does anyone ever notice this issue ? and if yes how did you manage button feedback ?
Regards,
0
Comments
Personally on a module like that there should be nothing in the def_prog section. Feedback should be sent to the TPs that are on the KScape page and online as feedback comes in. The feedback should also be stored in structures or other var types as needed and kept current so that when any TP goes onto the KScape page or back online after being offline it can be brought up to date immediately.
Yes we've seen those but not since we worked with their engineer to figure it out and they modded the KSCAPE firmware nearly 3 years ago. Seems there was a condition that if the server lost connection to a player, it would immediately try desperately, as fast as it could, to ask it why. The requests of course all fail, each triggering a new request, later, rinse, repeat. (This is my recollection of the issue, I didn't do the work, it's thematically accurate if I have a detail wrong....)
We were able to help find this because KSCAPE shared their module source for adaptation to our fairly unique architecture. That gave us the opportunity to put in our own diagnostics in places they had not... and we pinned it down.
I'm doing test without the kal sytem connected but I had 98,58% of load before adding the wait so let's use the wait 10.
Thanks for your help.
If its the same loop issue I've seen, it didn't have anything to do with the firmware. Its the module itself plus perhaps an AMX bug in combination. The devchans that are used here:
is where the problem lies. For unknown reasons, doing this devchan assignment using an IP port can cause the channel on the IP device to toggle back and forth forever. I haven't been able to replicate it so I think its an AMX bug that is revealed by this code. Changing the IP port here to a random virtual device seems to stop it from occurring. I don't think REBUILD_EVENT() is needed here either. The feedback in define_program is not what I would expect from a fine outfit like Kaleidscape. I've suggested they change this for years, since feedback is slower than it should be, but its still in there.
Paul
Yeah... I get a chuckle almost every time I get someone else's code in a project that has KScape in it. Almost without fail the original feedback routine in Def_Prog is commented out and the programmer's version in place. It is strange to me because the rest of the module is really pretty good code.