Fixes & Performance Improvements #3


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n0m Send PM

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Several optimisations were done on server yesterday to get rid of any remaining server-side delays.

-Optimised npc processing. We have around 5000 spawned npcs which were the sole reason for most of CPU usage.
This number of npcs processed was optimised so only npcs which need to be processed, are processed instead of all.

-Server now uses Linux exclusive e poll implementation which should perform better than standard Nio implementation.
-Server networking connection flush calls reduced greatly.

After all these(and previous) optimisations, one full day of server run time later and our wilderness drop party event yesterday,
it's safe to say that server is running as smooth as possible as the server tick-rate was monitored and managed to stay consistently
where it's set.

I have started investigating connection issues some of our players are having. If you have trouble staying connected/or have large lag spikes consistently while playing, please contact me through Discord

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fritz Send PM

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Good job bud.

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S O B BSpace Send PM

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Posts: 716

Still having the client crash issue I reported here:

https://www.rscrevolution.com/viewtopic.php?id=16468


Vet Paul
Iron Paul
Paul
[img]http://i.imgur.com/or9jdo2.png[/img]

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t0nks Send PM

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Ping went from 500+ to around 220 base - Nice!