Hello and welcome to StarMade,
I was a little busy the last 2 days with private stuff, so just a little update with 2 vital bugfixes:
The first is a crash bug, which was pretty easy to fix. The game crashed on round end because of a invalid regeneration of the main sector.
The fix to the second one has a little more impact in the game. The Server will no longer lag, when changing sectors. This was maily, because the client would request houndreds of segments at once, causing the server to generate them as the requests came in (once created, the request can just be answered from memory). This caused the server to stall (in the client's channel) until all requests could be answered, which then led to major spikes in the ping and stuttering for the client. This whole process is now multithreaded enabling the server to answer the clients while generating or loading new sectors. This greatly improves the performance of segment loading in general, and gets rid of the ugly lag.
Thanks for playing StarMade,
cheers,
- schema
I was a little busy the last 2 days with private stuff, so just a little update with 2 vital bugfixes:
The first is a crash bug, which was pretty easy to fix. The game crashed on round end because of a invalid regeneration of the main sector.
The fix to the second one has a little more impact in the game. The Server will no longer lag, when changing sectors. This was maily, because the client would request houndreds of segments at once, causing the server to generate them as the requests came in (once created, the request can just be answered from memory). This caused the server to stall (in the client's channel) until all requests could be answered, which then led to major spikes in the ping and stuttering for the client. This whole process is now multithreaded enabling the server to answer the clients while generating or loading new sectors. This greatly improves the performance of segment loading in general, and gets rid of the ugly lag.
Thanks for playing StarMade,
cheers,
- schema