Author Topic: The eternal Server Clock issue  (Read 736 times)

Legacy_Ivanovich

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The eternal Server Clock issue
« Reply #30 on: March 19, 2011, 03:53:10 pm »


               I agree with everything you said.  It's just too bad these issues couldn't have been addressed in the many patches we had over the years.  

Regardless, I've tried the "heartbeat"  fix by putting the Settime code in every 120 seconds, and it works just fine.  I'll chalk this up to engine limitation, and leave it to that.

Thank you all for your continued help.
               
               

               
            

Legacy_kalbaern

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The eternal Server Clock issue
« Reply #31 on: March 19, 2011, 04:04:28 pm »


               I've been helping update, revise and otherwise delag a few PWs. I generally have a simle rule when it comes to map sizes. 30 total when the height and width are added. Smaller is fine, larger should be rare. More than a few large modules with your symptoms where cured by making them larger though. Larger because large areas were dissected into 2 or more smaller but connected ones.
               
               

               
            

Legacy_virusman

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The eternal Server Clock issue
« Reply #32 on: March 19, 2011, 07:34:38 pm »


               The main loop isn't just area processing. It's everything the server does: process incoming packets, send updates to players, pathfinding, AI, scripts, etc.
So there are two factors: average server load (which depends on many things, and area sizes is not the most important one) and area count.
               
               

               
            

Legacy_henesua

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The eternal Server Clock issue
« Reply #33 on: March 19, 2011, 07:43:26 pm »


               Virusman, I am well aware of that. But in this case we already narrowed down all other possibilities. So area size and area count appear to be the main culprits in THIS particular case.