03-15-2013, 08:01 AM
I'm still having trouble with your world, even when set to Floody. Both the server and the client choke on it, each hogs one core of the CPU for itself. The client is even worse, I get like 1 frame per 10 seconds, then it freezes for another 10 seconds...
It seems that when more than a few (tens at most) blocks change in each chunk for a client, the client cannot keep up with the incoming BlockChange packets. It even happenned that I turned off the server and the client kept displaying the game for full two more minutes before realising that the connection has been long ago closed.
The server, on the other hand, chokes on the sheer amount of fluid simulating it has to do. There are several hundred blocks in *each* chunk scheduled for simulating in each wave. I did some slight performance-related cleanups, but still the server is choking. I'm running out of ideas here.
It seems that when more than a few (tens at most) blocks change in each chunk for a client, the client cannot keep up with the incoming BlockChange packets. It even happenned that I turned off the server and the client kept displaying the game for full two more minutes before realising that the connection has been long ago closed.
The server, on the other hand, chokes on the sheer amount of fluid simulating it has to do. There are several hundred blocks in *each* chunk scheduled for simulating in each wave. I did some slight performance-related cleanups, but still the server is choking. I'm running out of ideas here.