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Comments (5)

huytd avatar huytd commented on July 1, 2024

Awesome feedback 👍

But in the problem 2, to running a tick in Javascript we have to use setTimeout or setInterval, this has been used before to spawn foods every second but it super lag. We should find a better solution to run a tick timer on server side.

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yueyoum avatar yueyoum commented on July 1, 2024

I have played the demo https://agar-io-clone-d3vont3ch.c9.io/ on my laptop (Thinkpad X230)

It cause a high CPU usage.
180~240KiB/s network traffic

I think this is due to the communication method: server broadcast in every player command.

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psykzz avatar psykzz commented on July 1, 2024

I disagree with 1.
When testing the original AGAR there was no way for you to take an action if the server was dead. All movement was due to messaging from the server.

The only thing controlled client side was the level of zoom.

With 2. however, i do believe we need to either restrict the information that is being sent. If we cant proceed with a tickrate then limiting to nearby within range or maybe making only messages sent on a 1/10 of a second are actually sent.

So if we are getting requests from 1000's of users, then we only send them to a user, if he is less than 1/10 second. That could be implemented with something like an inverse token bucket.

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yueyoum avatar yueyoum commented on July 1, 2024

@psykzz

Yes, problem 1 is optional.
Client Move First, is for make client move more smooth.
No need for waiting server feedback.

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abalabahaha avatar abalabahaha commented on July 1, 2024

Oh by the way this was fixed a while ago. Server ticks and updates players independent of their target updates since somewhere around 320ab47 from #221

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