I already know byond keeps track of how long it takes to send out client map updates (internally called sendmaps() iirc).
If we could get access to that number, our anti-lag measures could stop guessing that it needs to save n% of a tick for byond and know exactly how much to save (and our player limits could take this into account and auto scale the popcap based on load).
Right now one server has over 80 people, and the other has under 40 people. Having to manage missed or late byond ticks is a pain in the ass, atm 20% of the tick is left for byond, but that seems to be too much for the low pop server (as it has a backlog but a cpu of 88 and a tick drift of 5%), and not enough for the high pop server (that has a tick drift of 39%), and we don't really have a good way to calculate that.
I could try to make it scale per user, but that would only work for one cpu, another server (since we do have downstreams that use our code) wouldn't be able to use it as their cpu could take longer or shorter per client to do sendmaps(). so thats imperfect. (also, different mobs cost more because of things like sight and view differences)
Jan 6 2017, 7:33 pm
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