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Batch Runs #8

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JacobFischer opened this issue Apr 27, 2016 · 1 comment
Open

Batch Runs #8

JacobFischer opened this issue Apr 27, 2016 · 1 comment

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@JacobFischer
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Currently, clients can send the run command. Competitors who are more time conscious have asked to batch these runs together. My idea would go as follows:

Before:

gameObjectA.callSomething();
gameObjectB.callSomethingElse();
gameObjectC.callSomethingYetAgain();

That right there has 3 times it talks to the server. If the competitor is slick and doesn't care to get their game state updated right away they could do:

this.startBatch();

gameObjectA.callSomething();
gameObjectB.callSomethingElse();
gameObjectC.callSomethingYetAgain();

this.finishBatch(); // actually sent now

The game objects calls would return some default value, such 0 for numbers, "" for strings, null for complex types, etc. Then when they finally finish their batch commands they send them all, and we run them all.

@JacobFischer
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The need for this enhancement is much lower now. With the fix to the various clients to disable nagle, the need to batch runs is minimized as they runs commands are far faster now.

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