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oggiss wrote:So the solution of the server problems is not having the entire game log?
This seems like a reasonable conclusion (though I don't know dick about these sorts of things). However the logic seems sound.gdeangel wrote:Does it seem likely to anyone else that the problem is more likely driven by freestyle games than by speed games?
If you have a single active user, the game logs are going to have nice easy intermittent db writes based on human time it takes to make sequential moves. During that time, the read routine updates all the other players...
If you are in freetyle, you can have a hickup where the read query takes longer to pull than the post which just arrived from a simultaneous player move... and voila, database crashes.
If you imagine that there might be quite a few 8-player freestyle games that from time to time coincide, with every player attempting to make as many moves as they can in a short time, and get "real time" info on what moves the other guys made (i.e., refresh-refresh-refresh), that seems like the most likely max-out situation.
Thoughts???
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