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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Faster moves
It's come up recently about the change from the 25 ms moves that I was testing in earlier versions to the 250 ms moves that are now in use. Some gameops have continued to run v2.07 for this reason, because their players prefer the faster speeds. I wanted to provide a bit more detail so people understand why I made that change and where I intend to go with that.
Going back into history a bit, there once was only the option to use fractions of the standard ship movements, so running at 1/4th standard ship speed was the fastest you could go. At some point, I decided to provide an option to run the game without any move delays at all. It was immediately clear that this created problems (the same problems that 25 ms moves created recently). So I changed the "no delay" option to a "constant delay" option, and chose 250 ms because the event system of the time worked on a 1/4th second interval (every 250 ms, the game would process any waiting events). This is important because you should have the ability to process events at least once each sector you're moving through. It's not good to get an event saying you were attacked in sector 100 when you're already in sector 200, or even two or three sectors away as was possible with true zero move delay.
The system has changed significantly at this point. Events are not processed on a 1/4th second tick, they're handled on-demand. So the speed of events is potentially faster than 1/4th second. But apparently not as fast as 25 ms. The balancing point is somewhere in between. Problem is, you can't say it's X ms, because it'll be different on every system. But I can say that 250 ms is safe, because it's been in use for over 10 years. The new system is no slower than before, though somewhat faster.
For some gameops, 70 ms might be that magic point at which events are guaranteed to be processed before a player can move to the next sector. I'll eventually let the gameop decide what move speed they want to allow, as long as they understand that it's on them to avoid running so fast that their games become unstable. But for now, I need the games to be as stable as possible so I don't have to deal with even the possibility of bugs created as a side-effect of running moves too quickly. I need to know that bug reports coming in right now are legitimate bugs that need to be fixed, and not just data corruption and lost events from running the game at an ill-advised speed.
If you're a gameop who has stopped updating your server at v2.07 because you want to run at that faster speed, that's your choice, of course, but just keep in mind that your games are no longer helping us move the game forward, to locate and fix every bug we can. Once we do reach a point where I'm comfortable with the stability of the game, I will restore the faster move option.
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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 Re: Faster moves
John Pritchett wrote: If you're a gameop who has stopped updating your server at v2.07 because you want to run at that faster speed, that's your choice, of course, but just keep in mind that your games are no longer helping us move the game forward, to locate and fix every bug we can. Once we do reach a point where I'm comfortable with the stability of the game, I will restore the faster move option. I did stop for a while at 2.07, but there were so many changes to T-Edit after that I was forced to move on to the most current (2.13) to keep my scripts current. I believe it is like most things if we never had the 25ms then we would never known how fast it was, and therefore no big deal 
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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