Hi, I've no played with B3D for quite a while and I remember, a few years ago, someone posted some code which demonstrated a potential problem with server apps written in B3D. I could probably re-create the code but I'm lazy and its easier to ask a question here.
The original:
The code originally posted had an animated circle on the screen which moved in a smooth lazy elipse. This app also worked as a "server" accepting incomming connections. There was also a "client" app that would connect to the server. The behaviour this pair of simple programs demonstrated was that when the client connected to the server the animation paused noticably while the client's connection was dealt with.
The upshot of this was while it wouldnt matter at all for low volume online game which waits for everyone to connect before starting the session it would not be good for an application which allows clients to come and go as they please. This would of course be because if a group of users decided to all connect at once it would tie up the server for a number of seconds and produce a serverwide "lag spike" for everyone already connected.
Now to my question: Is this still the case? (meanwhile I shall fire up B3D and see if I can reproduce the effect)
The original:
The code originally posted had an animated circle on the screen which moved in a smooth lazy elipse. This app also worked as a "server" accepting incomming connections. There was also a "client" app that would connect to the server. The behaviour this pair of simple programs demonstrated was that when the client connected to the server the animation paused noticably while the client's connection was dealt with.
The upshot of this was while it wouldnt matter at all for low volume online game which waits for everyone to connect before starting the session it would not be good for an application which allows clients to come and go as they please. This would of course be because if a group of users decided to all connect at once it would tie up the server for a number of seconds and produce a serverwide "lag spike" for everyone already connected.
Now to my question: Is this still the case? (meanwhile I shall fire up B3D and see if I can reproduce the effect)