The .configure delay 0 instruction. How do I make this into a proc instead of having to access the client in-game?
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Thanks DarkCampainger, appreciate it. Also, I was just wondering. Are there any drawbacks or side-effects from using this as a lag control?
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In response to Zerok Kaiba
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Dream Seeker uses it automatically because the client's connection is significantly behind the server. It's its own lag control; tampering with it probably doesn't help as much as you think. There's obviously no way to lessen lag other than getting a better internet service provider.
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In response to Zerok Kaiba
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Zerok Kaiba wrote:
Are there any drawbacks or side-effects from using this as a lag control? .configure delay 65000 in MLaaS and exploit the doc drop bug |
My ISP is good but a game gets harder to control the bigger it gets. Right now it's at over 14MB and still got a ways to go. Eventually I fear I'll be at a point where tick_lag and fps won't be able to save the game anymore.
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The size (in KB/MB) of the game has very little impact on the amount of lag. I could easily make a very small game that is extremely overtaxed and laggy, as well as a large game that could run very smoothly. It all comes down to your ability as a programming to code the game efficiently (ie. not having NPC's running when there are no players in the immediate vicinity.)
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I have a lot of proc loops such as regeneration and other effectcs being called every few seconds per player. Would this cause a lot of lag?
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Things called per second should be too hard on the server, even with dozens of people. When you start getting into loops that are running on 1 tick delays, that's when things start adding up real fast.
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In response to Gunbuddy13
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Nowadays, people have started to use one global loop for when things have constant tick-by-tick events.
// e.g. It's been found to be better to handle loops like that instead of spawning infinite tick-loops on each individual ticker. |
At risk of pimping my library too much:
http://www.byond.com/developer/Stephen001/EventScheduling I've kind of encompassed the whole "global loop" concept into a library that lets you do as Kaiochao does above, but also cancel events, schedule them in the future (and cancel them while pending etc) allowing for a kind of ... better controlled spawn(), in a way. Performance improvements of course depend on your use-cases, and programming style. It has been used in Phoenix: Sundered Earth though to push their maximum okay player count on a server from 50 or so, to 120. (Little caveat, a lot of that saving will be having to re-write and clean up existing code to allow it to be used in this library, and improving the logic of existing code by adopting an event model) |
winset(src, null, "command=\".configure delay 0\"")