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Just making a single issue for this. The reason for the higher traffic is due to the way entities are handled, as currently only full entity updates are sent. Need to check for changes to the entity, and only send changed attributes.
The text was updated successfully, but these errors were encountered:
Maybe just decrease FPS of the server in the constants to 25. I have tested it and it seems to run with lesser laggs than with 50 FPS. It's just one possibility.
Also you could take a look into my fork where I made some (hopefully) improvements like sending the time every second instead of every update call: Jakky89@ae7171e
This is the important part for network packages that don't need to be sent in such a high frequency (in the server.py update procedure):
Then you simply can check if the secondly_check flag is set everywhere in the procedure to perform non-high-frequency updates like this:
if secondly_check:
# time update
time_packet.time = self.get_time()
time_packet.day = self.get_day()
self.broadcast_packet(time_packet)
Also I begun integrating SQLite (for players onlinetime, last online times, (temp-)bans etc.) and I will commit the newer changes in a few hours or days I think.
Just making a single issue for this. The reason for the higher traffic is due to the way entities are handled, as currently only full entity updates are sent. Need to check for changes to the entity, and only send changed attributes.
The text was updated successfully, but these errors were encountered: