Lag safety

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Sarah_U.
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Posts: 1277
Joined: 24 Apr 2016, 07:19

Lag safety

Post by Sarah_U. » 09 Jan 2017, 18:55

Summary (a quick, 2-3 sentence summary):
Place a failsafe that can be toggled, that freezes the game must lag occur.

Benefits (How this will benefit the server and game as a whole):
No SSD murderboning.
Interlude momentum and a more friendly gameplay.
Time for a 'tactical break'.
It's just really more convenient for marines and xenos.

Details (Description of how you think this would work, the benefits, etc):
During the recursive tick-check, add a verification or start another process which validates if the game has recently frozen.
If the game has lagged for more than 10-20 seconds, using server time for comparaison, then apply a global freeze.
Unfreeze requires MENTOR and higher to toggle it off through a verb, but only if the function is currently on.

Implementation (Optional, if you have an idea how to implement it):
Possibly sleep every living mob, after using mentionned method above.



WARNING - This suggestion could cause more stress on the server after it unfreeze, so I do understand that point.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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forwardslashN
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Posts: 2495
Joined: 14 Dec 2015, 23:12
Byond: forwardslashN

Re: Lag safety

Post by forwardslashN » 11 Jan 2017, 06:47

I'm confused by this. Either way, the idea is to decrease lag, not make lag switches. Freezing everyone is also taxing. Denied.
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