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08-11-2014
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The God
Join Date: Mar 2014
Location: USA
Posts: 159
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Better AFK Disconnecter
First off an afk disconnecter would reduce lag by kicking all of these random people who sit afk everywhere, I'm sure it has more benefits than that, feel free to add on to this.
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08-11-2014
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I Amuse Myself
Join Date: May 2014
Location: Canada
Posts: 694
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Speaking as someone who has never AFK'd to gain hours, and who's hours are all completely legit, I would live to see features added that makes it harder for people to AFK hours on end.
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08-11-2014
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Darklink*
Join Date: Dec 2012
Location: USA
Posts: 394
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Yeah this used to be how it worked, I think they changed it to boost the player count or something like that? I don't know, but it would help a ton
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08-11-2014
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The God
Join Date: Mar 2014
Location: USA
Posts: 159
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I mean this would even help against the people who lag block, and sit idle in towers like sards, Most of all this is just for lag in general a smaller constant player count=less lag, check outside burger refugee and close to blob.
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08-11-2014
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I Amuse Myself
Join Date: May 2014
Location: Canada
Posts: 694
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But players do get disconnected for being AFK too long.
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08-11-2014
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The God
Join Date: Mar 2014
Location: USA
Posts: 159
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Not really, they get warped, but not disconnected occasionally yes, but I've seen people stand in front of burger refugee for hours.
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08-11-2014
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Registered User
Join Date: Jul 2014
Posts: 783
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I think it used to be 15 minutes. The simplest and most efficient way to implement something like this would be with a socket timeout, but if the client sends data to the server even when the player is idling, it's not going to work. Also, it's very easy to get around. At that point you'd need to measure the effect of lag of people employing methods to get around the disconnect, and compare it to the effect of lag of people just idling in general to see if there's a net benefit. |
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08-11-2014
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Level Designer
Join Date: Jan 2013
Location: Sweden
Posts: 161
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I agree. and hopefully it would boost server performance.
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08-11-2014
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The God
Join Date: Mar 2014
Location: USA
Posts: 159
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Well, playercount in general makes the lag increase with less afk'ers, we would have less lag obviously.
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08-11-2014
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Registered User
Join Date: Jul 2014
Posts: 783
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The server delivers graphics, levels, ganis, gmaps, and scripts. I'm not sure how general player state is delivered to other players (it could be P2P, client-server, or mixed architecture). My impression from when I was developing in the past is that it's mixed. In that case, lag on the client could be derived from P2P connections. Generally when working on efficiency though, you need something measurable (i.e. the performance benchmark), and then you implement a divide and conquer strategy throughout your debugging code (i.e. this is on a test server) to measure what creates the largest performance barrier. Sometimes it can be something that nobody has even thought of and hasn't happened in practice. Also, when you have a high volume of users, that will uncover a lot of problems on its own (a testament from personal experience). However, that is often dependent on the user actually saying something, so kudos. |
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08-11-2014
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Registered User
Join Date: Jul 2014
Posts: 783
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So every connection is a single socket?
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08-11-2014
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The God
Join Date: Mar 2014
Location: USA
Posts: 159
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Dusty would it be hard to implement this, if it's possible?
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08-11-2014
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Registered User
Join Date: Jul 2014
Posts: 783
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A client-server architecture: Every client connects to a single server. All information between clients goes through that single server. A peer-to-peer architecture: Every client connects to other clients (each client is also a server) and receives all information from individual clients. A mixed architecture: Some information comes from a central server. Other information comes from other clients (in the peer-to-peer sense). The client-server architecture means that all information travels through an intermediary. A peer-to-peer architecture means that all information is direct from anyone else. A mixed client-server/p2p architecture means that some information comes from a central source, other information comes from distributed sources. The Graal PC Client also had options for UDP vs TCP. TCP guarantees error-free data (assuming no MitM attacks), while UDP makes an attempt at relatively error-free data. Of course UDP is generally faster for most circumstances (it's error-tolerant) but might result in your Netflix video being of lower quality. I wasn't sure when Dusty posted whether he meant P2P as in pay-to-play or P2P as in peer-to-peer. Hopefully this might give him some additional information to make a more informed comment (and you seriously didn't have to delete your post; I'd back you up if you misunderstood and assholes decided to continue being assholes).
Last edited by deadowl; 08-11-2014 at 11:18 PM.
Reason: missed an s
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08-11-2014
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Guest
Posts: n/a
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Great idea Papi. The way it works now for me atleast is if I idle, it disconnects me and auto reconnects me, which makes no sense. I have no probelm being disconnected if I'm idling on a gaming server if it will reduce lag. Make it happen!
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08-11-2014
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The God
Join Date: Mar 2014
Location: USA
Posts: 159
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