Thread: Buying deadlock fix [ruse]

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  1. #1 Buying deadlock fix [ruse] 
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    Nvm fixed this
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    Sorted.
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    Still in need :C
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    Not using Ruse is probably the better option
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    Quote Originally Posted by Squxx View Post
    Not using Ruse is probably the better option
    Its bit too late for that, we still need help
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    Quote Originally Posted by Squxx View Post
    Not using Ruse is probably the better option
    Ruse never had any stability issues lol
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    Quote Originally Posted by Professor Oak View Post
    Ruse never had any stability issues lol

    Thisi^ and now I am wondering what kind of content update is most likely to cause such an issue.
    Does anyone have a clue on what would be the best approach, as to sorting this problem?
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    Quote Originally Posted by Professor Oak View Post
    Ruse never had any stability issues lol
    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.
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    Quote Originally Posted by apachenick View Post
    It has when you've more than 10 players online, which you probably have never experienced before.
    lol.
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    List of my work here!
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    Quote Originally Posted by apachenick View Post
    It has when you've more than 10 players online
    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

    Quote Originally Posted by apachenick View Post
    which you probably have never experienced before
    I can assure you I've hosted servers which have passed the "10 players online" milestone.
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