https://github.com/perilouswithadollarsign/cstrike15_src/blo...
Entirely reasonable that no one in 2005 would even consider the possibility of 128 core processors. I bet nobody reconsidered or even looked at that code ever since, until it started breaking because of today's extremely parallel cpus starting to get somewhat affordable for consumers.
# echo 0 > /sys/devices/system/cpu/cpu{121..127}/online
>"Disabling just one core makes the game start, but then it segfaults when the menu opens. Disabling six cores makes the menu work. Disabling seven makes the rest of the game work too."What path do you walk to be able to figure out this kind of black magic by yourself?
They're still consuming about the same power they would normally (when idle) :)
Edit: cpusets would probably handle this better dynamically. I'm not sure if that influences the count visible to a process
Just reading a book on the Linux kernel and it's structure should be enough to get you going.
It's totally reasonable to have a limit. It's totally reasonable to make that limit way higher than you'd think you'd ever need. It's only a bug if you don't enforce thay limit and fail to check for it. And, it's really easy to forget to do that when the easiest way to verify thesr bugs is "wait 15 years until hardware improves".