Send less Server Data with "AFK"
Posted
by
Oliver Schöning
on Game Development
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or by Oliver Schöning
Published on 2012-10-26T15:47:22Z
Indexed on
2012/10/26
17:21 UTC
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JavaScript
I am working on a 2D (Realtime) MultiPlayer Game.
With Construct2 and a Socket.IO JavaScript Server.
Right now the code does not include the Array for each Player.
var io = require("socket.io").listen(80);
var x = 10;
io.sockets.on("connection", function (socket)
{
socket.on("message", function(data)
{
x = x+1;
});
});
setInterval(function()
{
io.sockets.emit("message", 'Pos,' + x);
},100);
I noticed a very annoying problem with my server today. It sends my X Coordinates every 100 milliseconds.
The Problem was, that when I went into another Browser Tab, the Browser stopped the Game from running. And when I went back, I think the Game had to run through all the packages. Because my Offline Debugging Button still worked immediately and the Online Button only responded after some seconds.
So then I changed my Code so that it would only send out an update when it received a player Input:
var io = require("socket.io").listen(80);
var x = 10;
io.sockets.on("connection", function (socket) {
socket.on("message", function(data)
{
x = x+1;
io.sockets.emit("message", 'Pos,' + x);
});
});
And it Updated Immediately, even when I had been inactive on the Browser Tab for a long time. Confirming my suspicion that it had to get through all the data. Confirm Please!
It would be insane to only send information on Client Input in a Real Time Game.
But how would I write a AFK function?
I would think it is easier to run a AFK Boolean Loop on the Server.
Here is what I need help for:
playerArray[Me]
if ( "Not Given any Input for X amount of Seconds" )
{
"Don't send Data"
}
else
{
"Send Data"
}
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