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* Identified a potential point of slowdown Turn processing is already done concurrently, but data fetching for all the workers was not, so i have changed this in the hopes it will speed up turn times and the number of users increases. * Rethinking approach difficult to implement concurrent solution to the code in question, rethinking approach. * Added comments to where things need changing added a couple of comments to explain what need's to be done in various places that i've identified that could slow down turns. * Turn times had been sped up Solution has been to create a timed process populated with daemon threads, this forces the main source of the slowdown into a 2 second window. However this has highlighted a big issue, the requests take more than 2 seconds a significant proportion of the time and as a result many actions become wait actions, also there needs to be a degree of garbage collection to prevent the creation of a potentially server ending amount of processes * Cleanup game runs turns at consistent 3 seconds locally even with 10 people, which in the past seem to cause the game to crash. Avatars seem to be able to respond in the 2 second limit, however we may want to increase this duration to make it more reliable. * Merge branch 'development' into stop_turn_slowdown * update version * Minor changes * Grammar changes * reviewable changes * Bump version number * Reviewable changes++ * Merge branch 'development' into stop_turn_slowdown * pep8 * Merge remote-tracking branch 'origin/stop_turn_slowdown' into stop_turn_slowdown
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