Just a little fix so the servers won't crash (freeze; clients getting "requesting synchronize").
The compression/decompression system for segments (chunks) was allocating native memory for every segment that was being sent/received. This lead (mostly on servers) to a freeze, when multiple players were traveling though the universe, causing the server to do a lot of compressions in a very short time, possibly filling up the native memory, because there was no time to free the memory. This problem is now solved by reusing the compressor with another technique. The new system of course is fully compatible with older data.
Hopefully, this will add a lot more stability to the server. I don't know yet if this fixes the complete problem.
Thanks to scotty and all the other people who tested, and
thanks for playing StarMade,
- schema
The compression/decompression system for segments (chunks) was allocating native memory for every segment that was being sent/received. This lead (mostly on servers) to a freeze, when multiple players were traveling though the universe, causing the server to do a lot of compressions in a very short time, possibly filling up the native memory, because there was no time to free the memory. This problem is now solved by reusing the compressor with another technique. The new system of course is fully compatible with older data.
Hopefully, this will add a lot more stability to the server. I don't know yet if this fixes the complete problem.
Thanks to scotty and all the other people who tested, and
thanks for playing StarMade,
- schema