MV3D Development Blog

September 21, 2006

Poor Server

Filed under: Uncategorized — SirGolan @ 2:53 pm

I just finished a ‘Fake Client’ implementation for testing purposes. It’s basically a client that you can give a queue of commands to run and it acts as if it were someone connecting to the server. However, it doesn’t have any graphics or anything, and you can run any number of them at once. I had 50 of them connect to the alpha server (a dual P3, but MV3D doesn’t yet take advantage of both CPUs). The funny part is that the system that ran the clients (a P4) suffered more than the server. It just couldn’t keep up. And the CPU usage was pegged at 100% the whole time. The test took 20-30 minutes to complete, which is kind of sad considering each client did these things:

  1. Connected
  2. Attached to a character
  3. Waited 20 seconds
  4. Said “Hello” on chat
  5. Waited another 20 seconds
  6. Said “Goodbye” on chat
  7. Waited 10 seconds
  8. Quit

I think a lot of the bottleneck was on the client, but the server was down to 2.5 iterations per second at the worst (at 20 ips, the server runs in real time. Any less, and physics and everything go slower). Without looking at the data, I’d guess that the problem was sending updates to 50 clients for 11 objects up to 20 times per second (11,000 updates per second). As I may have mentioned in an earlier post, sending these updates is probably the one thing that takes up most of the server’s time. A lot of the work I have to do in v0.2 is geared towards lessening the number of updates that are sent. This test should be a good baseline to see how much I improve things.

Almost 9 days of uptime on the alpha server.. And it just took the beating I gave it with no complaints. I’d say we are doing well on the stability front.

Two things on my list for v0.2 are terrain and sky. Those should make the screenshots at least a little more interesting. Terrain is finished but not 100% tested, too..

Either way, here’s a fun shot I took the night before v0.1 was officially finished:

Dude! Get off my head, you’re gonna bend my antenna! For those interested, I took this shot while I was adjusting some physics parameters and because of that, the player could jump high enough to land on another player’s head.

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