Posted by Mariachi on 05/18
This big hunk o' code has vastly slowed down the mud so I feel
like it was on the old site with me connecting at 24k instead
of the mud on DSL and me on cable...
No like slow mud!
Thursday, May 18, 01:20AM
As I log on from the mud machine itself (0 net lag) I would lay money
on the fact that what you're experiencing is net lag, not mud lag.
As of the install of PKOK, there has been virtually no change in the
profile numbers (LegendMUD has a realtime profiler that lets us know
exactly what percentage of time is spent in certain game functions).
Currently, it spends about 66 percent of its time in 'sleep' --
where it's making up for time inbetween pulses. This means that it's
only taking 34% of a quarter of a second to process what we've
allocated 100% of a quarter of a second to do.
Now, these times are vastly different at different times in the day.
While the housing is running, occassionally, on a large house with
a great deal of objects, one loop can occassionally take more than
a quarter of a second. There's not much we can do to stop this,
since disk time is relatively fixed (I believe we have 7200RPM
drives in the machine, which means we'd need to go to SCSI drives
to get any faster progress out of this). The house-saving code
is moderately optimized (and only saves 1 house about every minute
or so), but occassionally it does drive the performance down.
Now the code for the sleep time is a little tricky -- I believe it's
set up to make up for lost time -- that is if the game loop takes
longer than 1/4th of a second, the next opportunity it gets, it
will shorten a game loop so that the lost time is made up. I'm
not 100% sure that this is entirely accurate, but after looking at
the code, that's what I'm convinced it does.
Thursday, May 18, 01:27AM
... wherps, random at-symbol ...
Anyway, there has been a lot of database and codebase check-ins and
updates lately. This actually can cause a fair amount of lag because
of how we're limited in upstream bandwidth.
Not much I can say more to justify my point of view, but from the
tech side of it, the PKOK (which involves a reasonably fast table
look up) is minescule to the amount of things that need processing
in a quarter of a second on legend. Random roomacts have to be
at least 20 to 30 times more expensive than a single call to
the PKOK check... and there are far more of those than the checks
that would occur if every player on legend was fighting at
the same time, casting a spell or doing a damaging skill vs a
Thursday, May 18, 05:54AM
you shouldn't have to accept chars before you can attack if your