• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
wildbunny

Help diagnosing lag on a TCP socket server

6 posts in this topic

Hi guys,

So I have my little multi-player TCP game socket server running on a dedicated server on the web somewhere and I'm having issues with lag as the player numbers go up to the point where with 10 players I'm seeing 300ms ping times in game, making it unplayable.

Ping time is defined as the round trip time for an in-game message.

I'm struggling to diagnose the problem; the server side game loop itself doesn't slow down at all with 10 players, so I'm thinking it must be something to do with the socket server.

I'm running a c# sever in mono on a linux box. The game thread is separate from the socket server thread, messages are passed from the socket server into a queue on the game thread and all are guaranteed to be processed every frame.

* I've got NO_DELAY set on the socket connections made
* The messages received fit fine into the allotted buffer size I have
* I'm only doing around 100 send's per second on the server with 10 players
* I'm using the asynchronous socket functions BeginReceive(), BeginSend(), BeginAccept() etc...

Any advice about where to look would be greatly appreciated! :)

Cheers, Paul.
0

Share this post


Link to post
Share on other sites
I should have said, normal ping times are 40ms-70ms with one player. And the average message size is <=1Kb.
0

Share this post


Link to post
Share on other sites
[quote name='ApochPiQ' timestamp='1342891966' post='4961714']
Have you tried doing a packet capture to see where the slowdowns occur in the traffic stream?
[/quote]

I haven't mostly because I'm not sure entirely how I would do that?
0

Share this post


Link to post
Share on other sites
Ok, turns out the lag was due to the use of the async socket functions. They seem to be very bad for highly (or even slightly) concurrent applications.

Ick. Looks like I now need to go find or build another socket server using the new SocketAsyncEventArgs which I'm only just discovering now... :|
0

Share this post


Link to post
Share on other sites
For the sake of closure - the fault was mine.

By putting an 'infinite' loop inside the BeginAccept callback I was essentially hijacking the IO thread-pool's threads, depleting them to such a degree that they must have run out inside the BeginReceive() callback which would cause the lag.

I fixed this by relinquishing the callback threads as quickly as possible so they could be returned to the IO completion thread pool.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0