Hello Hosters,
In the short note in the Test Patch thread I mentioned a multiplayer update:
"Server side improvement that should run smoother when there is lag"
Some more information about that. If there is a temporary pause (maybe like 0.5 to 2 seconds) in LFS's ability to process multiplayer packets, such as a minor hang or some kind of internet glitch, a lot of position packets (received from guests) might build up in that short time in a buffer held by the operating system on the host computer.
In previous versions, LFS would work through all those packets, 3 per frame (each frame being 0.01s) sending them off in batches of 3 (to all guests) in the order they arrived.
But that was not much help if more than one packet per driver had arrived. It would be pointlessly sending out the old packets when really it should hurry up and send the latest packet.
The change is that the LFS server now processes all the incoming packets if there are any, but it only keeps the latest packet for each player. Then it proceeds to send 3 packets to all the guests.
So the hope is that after any kind of delay it should get back to normal almost instantly.
In the short note in the Test Patch thread I mentioned a multiplayer update:
"Server side improvement that should run smoother when there is lag"
Some more information about that. If there is a temporary pause (maybe like 0.5 to 2 seconds) in LFS's ability to process multiplayer packets, such as a minor hang or some kind of internet glitch, a lot of position packets (received from guests) might build up in that short time in a buffer held by the operating system on the host computer.
In previous versions, LFS would work through all those packets, 3 per frame (each frame being 0.01s) sending them off in batches of 3 (to all guests) in the order they arrived.
But that was not much help if more than one packet per driver had arrived. It would be pointlessly sending out the old packets when really it should hurry up and send the latest packet.
The change is that the LFS server now processes all the incoming packets if there are any, but it only keeps the latest packet for each player. Then it proceeds to send 3 packets to all the guests.
So the hope is that after any kind of delay it should get back to normal almost instantly.