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Multithreaded DServer


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Posted

Hi There,

 

The one thing that bugs me about the Dserver client above all else is that it is single threaded.

Surely it would be possible to modify or rewrite the dserver software so it can take advantage of the modern multi core cpu's we now have? Maybe it might be possible to split the AI processing across multiple threads enabling more complex missions, AI and better handling of players joining and connecting?

 

I understand its not always possible to multithread certain workloads but I would hope that this is not one of those cases and its just that it is not a high priority for the dev team.

 

Regards,

Deadmeat

Server: The Unprofessionals

  • Upvote 5
=RADF=SpaghettiFighter
Posted

Yeah that would be extremely useful, I would really like it to be implemented. It would mean more stable and effective servers and more players.

7./SchG2_v*Athlon
Posted
This is one of the most important things.

which should soon be patched.

empty maps, little ground vehicles, little ai aircraft.

more a bubble, than a airbattle sim.

Posted

It has been mentioned that there was a working prototype in the office last year. It was able to handle 6x the number of ai vehicles we currently have. But that work might resume after Kuban is released. Don't know if its still true at this time.

Posted

It has been mentioned that there was a working prototype in the office last year. It was able to handle 6x the number of ai vehicles we currently have. But that work might resume after Kuban is released. Don't know if its still true at this time.

That would be fantastic... If its there I hope they update it, finish it off to release standard, then give it to me :P

curiousGamblerr
Posted

I would kill to try my hand at rewriting/writing a DServer for this game. Sounds like a heck of a challenge.

 

And more interestingly, I'd be curious about trying to write on for Linux. The server isn't rendering any graphics, so it could be possible.

 

But who knows, pretty much impossible to tell without seeing the code for the current one. A man can dream!

Posted

I would kill to try my hand at rewriting/writing a DServer for this game. Sounds like a heck of a challenge.

 

And more interestingly, I'd be curious about trying to write on for Linux. The server isn't rendering any graphics, so it could be possible.

 

But who knows, pretty much impossible to tell without seeing the code for the current one. A man can dream!

We have a volunteer! Or is that a guinea pig? :/)
  • 2 weeks later...
NO_SQDeriku777
Posted

I would kill to try my hand at rewriting/writing a DServer for this game. Sounds like a heck of a challenge.

 

And more interestingly, I'd be curious about trying to write on for Linux. The server isn't rendering any graphics, so it could be possible.

 

But who knows, pretty much impossible to tell without seeing the code for the current one. A man can dream!

A Linux version of dserver would make it MUCH cheaper to run servers. Windows server licenses ( which are needed to avoid TCP connection limits ) are not cheap. It would save server owners hundreds of dollars per year in operating costs.

Posted

It has been mentioned that there was a working prototype in the office last year. It was able to handle 6x the number of ai vehicles we currently have. But that work might resume after Kuban is released. Don't know if its still true at this time.

 

Fingers crossed... I had no idea that the single threaded thing for servers / bottleneck was the DServer. It is time to move on from single threaded applications. Would be awesome to see it implemented rather soon than later.

Posted

It has been mentioned that there was a working prototype in the office last year. It was able to handle 6x the number of ai vehicles we currently have. But that work might resume after Kuban is released. Don't know if its still true at this time.

Where was this said?

Posted

Thanks for supplying the link.  As a side note, the game developer for Infinity Battlescape is reporting this week that they are able to host 400 players on a single server in internal tests.  Sounds promising. https://forums.inovaestudios.com/t/weekly-update-80/5914

Players count be damned, their tech would allow for a more diverse landscape below you.

 

Dang... Praise to those who are leading on these things. Multiplayer is crucial nowadays. Does it impact on the download / upload usage? I wonder if a server with +300 players would require a good overall connection from everyone, which then would ask for a compromise.

  • 3 months later...
Posted

It has been mentioned that there was a working prototype in the office last year. It was able to handle 6x the number of ai vehicles we currently have. But that work might resume after Kuban is released. Don't know if its still true at this time.

Do this no longer seems to be true, we won't have multithreaded d server. Reason being that 90 percent of players are single player only. That's fine, but its kind of ironic that all the videos showing the game on YouTube are of people on the multiplayer servers.

  • 1 month later...
Posted (edited)

S!

 

I've got another 'reason' for working on Multithreading...

Up to now there are 3 bottlenecks when hosting a server:

1) Internet speed

2) Ram

3) CPU power

 

And when trying to rent a server somewhere what do you get?

 

High internet speed (100 or 1000 MB download)

- mostly not possible from home internet connection

 

More than enough Ram (4-8 GB which are unused by the server)

 

Low CPU Speed but nearly allways multiple cores

(about 2.3 to 2.5 GHz with 2-8 or more cores)

 

And finding a hoster (dedicated or root makes no difference)
who provides a single core with enough CPU speed is really hard.
And once you found one its really expensive...

 

Also the system makes not really a difference...
Windows Server 20xx or Linux Server (with usage of Wine).

Linux and wine is a bit slower (but really only a bit),
a bit harder to configure (if you've never worked with linux)
but once you've understood how it works it's much easier to configure than windows.

 

But the main bottleneck is allways the same.... CPU Power.

 

Alternatives:

Buying an outdated PC (Pentium4 or so) with 1 core and high CPU power
and hosting the server at home....

Means: Paying for energy and maintaining the hardware (in most cases more than renting a server).

Means: New bottleneck ist your own internet speed (in most cases lower speed than when renting a server)

 

Summary...
We need multithreading DServer.exe

And even if this game can be played in single player (with or without campaigns)
The real fun is multiplayer....

 

Deci

 

PS:

It's the same for 'Cliffs' and 'Rise of Flight'.
Using only 50% (or much less) of the hardware possibilities is 'default' right now.

Edited by Deciman
Posted

Just to nitpick, A pentium 4 is in no way shape or form a high powered cpu unless you count power draw or heat generation.

What you want is a high clock speed modern cpu, the dserver application may even be one of the very very few usage cases for one of the unlocked core i3 processors but no one should ever buy one of those unless its for dirt cheap anyway.

 

Buying an outdated PC (Pentium4 or so) with 1 core and high CPU power

  • 4 months later...
DeadMeat0383
Posted

Any response from the Devs on this one? As a server owner I am finding the limitations and issues that are directly related to the single threaded nature of the dserver client to be extremely frustrating.
I want to be able to provide players on my server with a varied and active mission with a lot of AI activity to make the battles feel like battles and the mission to feel like you are in a warzone.

  • Upvote 1

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