hey I tried implementing a map where I have like trees, Stone mines, gold mines and most other units as MMOItems .
Now I made the player map in his AOI update according to his proximity list updates.
But I notice proximity list updates is missing or misgiving many updates.
Like some trees, mines etc do not get remove call so they are left in player AOI.
Similarly some are not getting item added call so they are not created .
Is there some bottle neck or limit of how much should be the number of items or so?
I haev test with like 3000 items on a big enough map.
As in above image the player is in top right corner and you see there are some trees left out in the bottom left corner which should have got removed.
Now when player go back to that area he will be getting messages to create those which are already created.
Similarly I keep getting messages from time to time to remove the items which were never created at all.
So what are the precautions I can use to get accuracy in this.
Proximity list Missing or leaving updates?
Re: Proximity list Missing or leaving updates?
Hi,
No, not really, although you will have to respect the user's bandwidth Meaning that there's a reasonable limit of objects per AoI before the client will start suffering from excessive work and network usage.
What SFS2X version are you using?
If it's reproducible send us a proof of concept that we can investigate.
Cheers
Is there some bottle neck or limit of how much should be the number of items or so?
No, not really, although you will have to respect the user's bandwidth Meaning that there's a reasonable limit of objects per AoI before the client will start suffering from excessive work and network usage.
But I notice proximity list updates is missing or misgiving many updates.
What SFS2X version are you using?
If it's reproducible send us a proof of concept that we can investigate.
Cheers
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