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Dark GDK / Multisync Laggs All To Hell?

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kklouzal
15
Years of Service
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Joined: 15th May 2009
Location: Arizona
Posted: 20th May 2009 07:29
Well I finally got Multisync working, or at least I thought so,

My client connects to the server, Sends the initial message, The server recieves it.

BUT then my entire program is lagging really bad and about 30-60 seconds in it gets disconnected from my server. I've looked and looked over the code but I don't see the problem

Here is the code for all to see!
Client connect function:


Where its being called:


It does not appear to be looping or anything to cause lag..I don't understand it one bit, if someone needs more code I will be happy to post!

Thanks for helping =]
Michael P
18
Years of Service
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Joined: 6th Mar 2006
Location: London (UK)
Posted: 20th May 2009 14:00
I don't know if this will help, but you should slow down the loop by putting dbWait(1) in it. What do you mean by "lagging really badly"?

kklouzal
15
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Joined: 15th May 2009
Location: Arizona
Posted: 20th May 2009 14:37
Well the fps drops rapidly, like the cpu is working really hard or something.
AlexI
19
Years of Service
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Joined: 31st Dec 2004
Location: UK
Posted: 20th May 2009 19:39
kklouzal
15
Years of Service
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Joined: 15th May 2009
Location: Arizona
Posted: 20th May 2009 23:05
I'll look into it...
jasonhtml
20
Years of Service
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Joined: 20th Mar 2004
Location: OC, California, USA
Posted: 21st May 2009 07:48
which is lagging? the client or the server?

also, im not sure, but i believe you MUST check for messages both on the server and the client.

Quote: "Maybe you should use mikenet"


no need, MultiSync works fine over here

Benjamin
21
Years of Service
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Joined: 24th Nov 2002
Location: France
Posted: 21st May 2009 08:06
Quote: "Maybe you should use mikenet"

Yes this surely explains his problem.

Quote: "Well the fps drops rapidly, like the cpu is working really hard or something. "

I'm not sure how you know this since your application doesn't appear to be displaying the fps anywhere. It will use maximum CPU unless you enable v-sync or use the Sleep function in your main loop.

kklouzal
15
Years of Service
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Joined: 15th May 2009
Location: Arizona
Posted: 21st May 2009 08:08
Well, i'm designing a mmo so tcp really does not suit my needs. The client was lagging, and I wasnt checking for messages on it.

I got MikeNet but whenever I #include the .h file I get some wierd compiler messages



I'm pretty sure I got the correct version of MikeNet and I am 100% sure The files are in the correct spots.
Michael P
18
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Joined: 6th Mar 2006
Location: London (UK)
Posted: 21st May 2009 10:00
In project settings change Configuration Properties -> C/C++ -> Code Generation -> Runtime Library to Multi-threaded. I did send TGC an update that included a debug version but they haven't put it up...

kklouzal
15
Years of Service
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Joined: 15th May 2009
Location: Arizona
Posted: 21st May 2009 10:23
Ah, it compiles!! =D i'll be using MikeNet for now...until one day I may come accross $20 that would be very well spent on Darknet. =]
kklouzal
15
Years of Service
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Joined: 15th May 2009
Location: Arizona
Posted: 21st May 2009 10:48 Edited at: 21st May 2009 10:49
Uh, Wow, Okay... I've done some more coding and...err...well... there are a 'few' errors when I try and compile..( I am using MikeNet v1.1.1)



I will post any area of my code if anyone requests.
kklouzal
15
Years of Service
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Joined: 15th May 2009
Location: Arizona
Posted: 21st May 2009 11:22
Looks like I forgot to:

- Goto configuration properties, linker, input and enter 'MikeNet.lib WS2_32.lib' in additional dependencies and click OK:

tehehe all is well besides the random sparkys warnings =P

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