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Online but dont work for me.
Why?
Online but dont work for me.
Why?
its for every1Quote:
[Only registered and activated users can see links. Click Here To Register...]
Online but dont work for me.
Why?
the site is online but the spacemap is oflineQuote:
[Only registered and activated users can see links. Click Here To Register...]
Online but dont work for me.
Why?
Quote:
hmmm, ok look admins verry good know BIG LAG on server.. so why you not make 2 maps 4-4 and 4-3 mada faka? yes now is verry good 250 players on 1 small map ;)) and make no 2, make 3 maps 4-3 4-2 4-1 4-4, or 4-4 4-3... and players on map is verry small ~52 :/
i don't understand working on server... 5 mounts is off. and now on for 40 min. and then 40 min. have a big lag
Nommo, we run 2 maps on my dual core laptop...Quote:
2 maps on 1 server = worser than 1 map on 1 server.
Give them 2000€/month to buy great servers in central Europe next to your home, than they can put evey map which you want to >.>
Please! Ppl who don't know anything about coding / server etc. DON'T TALK ANYTHING, CUZ 99% OF YOUR POSTS IS SPAM, WITHOUT ANY LOGICAL SENSE...
Regards,
Nommo.
That's true... all those foreach loops trying to find a client in a 100-user collection from a simple request to lock someone... far slower than having 2 maps ;)Quote:
Nommo, we run 2 maps on my dual core laptop...
Also, its faster to run more than one map, than one map for LOTS of reasons. To name just a few:
- Less lock contention. With more than one map, you can split the load across and each map can have their own unique "locks" meaning you almost double the asynchronicity when you have 2 maps over 1.
- As more players per map join, so does the array size for holding players, npcs, attacks, techs etc. As searching over arrays/lists is O(n), the more players you have per map the longer it takes to "search" arrays, meaning a simple player lookup can get VERY slow with large amounts of players. Adding a second map means that rather than one array becoming large, its split over two giving faster searches all round.
Thats just SOME optimizations when running two maps (or more)
-jD
Exactly, and considering LINQ is just a glorified foreach loop (which is a glorified "for" loop) its just as slow. We use a simple distribution algorithm to split the users DB up.Quote:
That's true... all those foreach loops trying to find a client in a 100-user collection from a simple request to lock someone... far slower than having 2 maps ;)