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Server Code Revamp
Iain C Docherty edited this page Feb 12, 2016
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- To some extent, the fleet-action branch started a few years ago already does some of this (but see Fleet Action
- Server Efficiency. Too much is done in the web-client call, e.g. recalculating body resources, this slows down the response of the game. Some work has been done, e.g. ship arrivals and building completion in schedulers to offload this work. See if there is more that can be done.
- Bandwidth, many calls return server status, empire status and body status on every call, even starmap calls which can happen many times a second. Some work to make this optional has been done in the fleet-action branch.
- (wish list) look at adding a Web Socket API to run alongside the current one. This could offload the need to poll the server or constantly send the status, it would asynchronously send only if it changed. Note, with web1 and web2 load balancing we would need to implement 'sticky' sessions.