Mark W. wrote: > > 2) SOCKET. I have no proof that this is true. But the fact that > > commands get updated as blocks leads to the suspection > > that the recent changes to the socket-stuff might also > > be involved here. I get this "disrupted character movement" > > in rooms with lots of non-spellcasting monsters as well. > > Of course to much lower extent, but still noticeable. > > Or am I wrong and this is caused by something else? > > Anyone got ideas? > > Not much has changed recently with the socket code that I am aware of. New cmds have been created for PR, metaserver stuff has been added.. etc. There have well been changes to the socket code. > I will note that there could be several causes with the 'block of > updates at once': > > 1) crossfire server is chewing up its time doing expensive processing, > and when it finally gets around to dealing with the player, it has > lots of processing to do, so it does a lot of player processing at > once, hence a block of updates. > 2) Could be similar to above, but the problem is more that the socket > buffers as maintained by the OS are emptying, so it may not be doing > much player updating, but the block of data could be caused by the > fact that the socket (OS buffer) gets filled with a bunch of data > it sends to the client. > 3) Could be something got broken, and the server is just sending a lot > more data that it did not send before or is not re-filling buffers > when it should. > > It would be interesting to get some cpu statistic at the time of observed > behaviour. IS cpu time maxed out (at least relative to number of cpu's, > since crossfire will only use one cpu)? The cpu load is reasonable, that > would point to some issue with the socket code. IF cpu is maxed out, then > probably #1 or #2 is the cause, but the real fix is not to max out cpu time. I am absolutely sure that the CPU is never maxed out. I get this "disrupted character movement" when I'm playing alone on one server with formidable connection speed. When there are ten other players online, behaviour is *exactly* the same. No doubt, the reason must be #3. Don't forget that this problem did not exist on servers of older CVS-versions. (There was lag when I entered a room full of spellcasters, but there was definitly no diruption when I entered a room full of trolls!) Andreas V.