Sorted.
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Nvm fixed this
Still in need :C
Not using Ruse is probably the better option
It has when you've more than 10 players online, which you probably have never experienced before. The reason why it happens is because a bunch of things are handled within the iteration of the player updating cycle, that should've been done asynchronous or at least within queued proportions. Debug the amount of time it takes between blocks in your logic threading and figure out which piece of code in particular causes your player updating cycle to exceed the 600 milliseconds cycle time. I suggest looking at player loading and saving to begin with.
No, it doesn't. Not the original release which I've used myself. The stability was the best thing Ruse had to offer...
If you had issues it was probably because of your own code
I can assure you I've hosted servers which have passed the "10 players online" milestone.
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