P0-A11: Part 975: Testing, Improvements
I have done extensive testing with the project, and fixed some minor bugs. I have also added some small improvements.So far, everything seems quite stable. I intend to bring the project to a beta state shortly, before I add any new features. So, the next few goals will be about testing, improvements, etc.
P0-A11: Part 974: Server, Improvements
The server modifications and stress testing is now basically done. The stress tests and general tests have all worked great, and the system seems quite stable. I have also made other improvements and bug fixes while working on this. There is substantial room for improvement here, and there are certainly more testing needed, but I […]
P0-A11: Part 973: Server, Improvements
The testing of the server changes has uncovered some issues, but it has generally gone well. The core system works, there are just a few minor, and some more serious, issues that I am in the process of solving. I have also uncovered some preexisting issues with the network system that haven’t been detected until […]
P0-A11: Part 972: Server, Improvements
The integration for the syncvars is going well. The stress test has been successful, and I can now handle up to 20 players in the same star system, all moving at the same time. For early beta testing, 20 simultaneous players should be enough. I should be able to scale this up later with fairly […]
P0-A11: Part 971: Server, Improvements
I am in the process of rewriting the server system to use syncvars rather than commands to update the state of connected players. Previously, I was updating the state of these clients by sending messages in a loop, but this very quickly overwhelms the network when the user count increases. Using syncvars to sync the […]
P0-A11: Part 970: Server, Improvements
I have extended the server stress tests, and uncovered a more fundamental issue. The way that I am updating the state of the other server players is not scaleable. I will have to make more serious modificatons to the fundamental server code to handle this. This will take some time, but I believe it should […]
P0-A11: Part 969: Server, Improvements
I have added some test code to the server that creates a large number of “dummy” characters, to be used for testing. So far, there have been a few minor issues with the networking system, that I have been able to fix. However, the core network code seems to work ok with many players.
P0-A11: Part 968: Server, Improvements
I have completed some minor tess and made some minor improvements. The next major challenge is to stress test the server. For the beta, I want to have support for at least 20 concurrent players, with this number obviously increasing as the beta progresses. There is likely to be some fundamental optimisation issues here, since […]
