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PlayerData - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Source Code Development (https://mirage-engine.uk/forums/forumdisplay.php?fid=51) +----- Forum: Mirage Source 4 (Visual Basic 6) (https://mirage-engine.uk/forums/forumdisplay.php?fid=44) +----- Thread: PlayerData (/showthread.php?tid=2676) |
PlayerData - Jacob - 02-04-2009 I've done this in MR and showed a few others a better way to do PlayerData. If you ever change what gets sent in the playerdata packet, you have change it in like 4 places. With this you would only change it in 1 place. I added it to modPlayer Code: Public Function PlayerData(ByVal Index As Long) As String An example Code: Public Sub SendJoinMap(ByVal Index As Long) Re: PlayerData - genusis - 02-04-2009 hmm it looks good dugor. i should try it out when i get a chance. Re: PlayerData - GIAKEN - 02-04-2009 You need to just make a SendPlayerData sub instead of just making a function that retrieves the string (which is probably slower than just putting the string in there, where as a sub that does it all might be faster). @genusis: What? Re: PlayerData - Jacob - 02-04-2009 It may be a fraction slower not in lining the code, but it's much easier to maintain this way. If you wanted to be a bit more hardcore, you could 'cache' the player data and only update it when a value gets changed. Re: PlayerData - GIAKEN - 02-04-2009 Yeah like how the maps are cached...it would be smart to cache everything. Re: PlayerData - genusis - 02-04-2009 caching everything like that maps is a good idea. since it did speed the maps up. Re: PlayerData - Jacob - 02-04-2009 It doesn't speed the maps up, it speeds up sending the data. You don't have to do all that string concoction when a player requests the data. Re: PlayerData - genusis - 02-04-2009 speeding up the sending the data speeds up the maps. the faster the data is sent and collected the faster and better new stuff or information on the maps will work. so it did speed them up. Re: PlayerData - GIAKEN - 02-04-2009 It didn't speed up the sending of them at all. They're still the same packet length, it just sped up the processing. Re: PlayerData - genusis - 02-04-2009 Dugor Wrote:it speeds up sending the data GIAKEN Wrote:It didn't speed up the sending of them at all. They're still the same packet length, it just sped up the processing. HMMM? either way it speeds it up. Re: PlayerData - Matt - 02-04-2009 genusis Wrote:Dugor Wrote:it speeds up sending the dataGIAKEN Wrote:It didn't speed up the sending of them at all. They're still the same packet length, it just sped up the processing. It speeds up the processing. By storing the maps in a cache, it doesn't have to build the packet each time. The packet is already built, so the server just grabs the packet from the cache and sends it on it's way. It's like prepackaged food. However, it doesn't speed up the sending of maps. It's just less processing on the server. Re: PlayerData - genusis - 02-04-2009 couldn't we find a way to speed up the sending of maps and packets? Re: PlayerData - Matt - 02-04-2009 genusis Wrote:couldn't we find a way to speed up the sending of maps and packets? Yeah. Convert the packet system to a proper byte array system. Re: PlayerData - genusis - 02-04-2009 why don't we do this also for all the packets? Re: PlayerData - Matt - 02-04-2009 genusis Wrote:why don't we do this also for all the packets? If you're directing that at my last post, I said packet SYSTEM. If it's directed at Dugor's original post, then you'll notice this is one of the more larger packets and it's used in a few different places. There's not many packets that are in different areas. Re: PlayerData - genusis - 02-04-2009 ya i know packet system haha i been trying to make my post more simplified. well ya we really should try to get a proper byte array system going. i know William started on it and never finished it. |