[CF-Devel] Status update
Andreas Vogl
andi.vogl at gmx.net
Sun Jan 14 10:22:47 CST 2001
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.
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