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Re: A few thoughts on client/server in multi-player games




From: Mark Wedel <master@rahul.net>
> I've actually run some crossfire (albeit single player) with profiling
> information, and the big cpu hog is the process_events function

>   %  cumulative    self              self    total
> time   seconds   seconds    calls  ms/call  ms/call name
> 38.9     257.66   257.66    10671    24.15    31.31  _process_events [3]
> 11.3     332.36    74.70    38211     1.95     2.23  _get_ob_diff [10]
> 10.0     398.96    66.60                            mcount (841)
>  3.1     419.61    20.65   184745     0.11     0.18  _get_variable [18]
>  2.9     438.75    19.14    10738     1.78     1.78  _draw_color_pix [21]
>  2.3     453.90    15.15   305860     0.05     0.05  _update_position [24]
>  1.6     464.32    10.42     3975     2.62     2.92  _expand_sight [28]
That sounds sad. Does that mean, that one can't expect much more performance
if we change to a client server model. Perhaps the values change when there
are more players. (But I don't think that)

MfG
Klaus