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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:
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.
The text was updated successfully, but these errors were encountered:
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.
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:
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:
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.The text was updated successfully, but these errors were encountered: