nope, you're out of luck bud should've just used a good server to begin with
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are there any tutorials on making PI more stable, so it can handle lots of players with not a lot of lag?
nope, you're out of luck bud should've just used a good server to begin with
this is something impossible to be done with PI
LOL.
Of course its possible:
Redone the core, clean up the processes, clean up the dead codes, memory leaks, and probably some methods should be re-done.
Most events on PI that should be happen per player happens globally which definitely make the server run slower.
or just use a different base
everything needs to be redone. the server is a shithole. no use of object oriented programming concepts, networking implementation sucks (that netty implementation every PI uses is disgusting and outdated), updating implementation sucks (no clue why it uses an array to hold local players... and updating is still done sequentially when it can be done in parallel, which can make updating up to 2x, 3x, or even 4x faster...), cycle based task system sucks (uses an arraylist to hold tasks... should be a linkedlist, instantiates two lists to remove completed tasks every single 600ms when an iterator can just be used), isn't thread safe at all (uses multiple task systems which each run on their own dedicated threads, networking doesn't utilize proper synchronization which is why there are so many deadlocks and weird issues that can't be traced or fixed).
Should I go on???? I doubt you, OP, or anyone else that uses PI has the knowledge to fix all, if any of those issues.
Conclusion? Solution? Use a better server.
Why not just use Hyperion?
Its better coded and more stable then pi will ever be.
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