The game is extremely laggy (e.g. it won't respond to clicks for ~20 seconds, then suddenly 3 roles will happen. Or worse: I'm not sure a trade request was made, so I click it again and so 2 trades happen). Come on, this isn't exactly a computationally intensive game. There's no reason for that to happen. Are you outsourcing all the development to some third world shithole with retarded programmers or something? Manage your event queues properly, please.
Done game performance Suggested by: Wanda Tinasky • Upvoted: 21 Nov, '20 • Comments: 15
Esqarrouth Admin Merged
Are you talking about server lag or browser lag?
Do you remember at what time or how many online player count this happened at?
It happens all the time - I'd say like 20% of the rolls in every single game. I don't think I've ever played a game on here without at least a few instances of noticeable lag. I never pay attention to the player count.
It doesn't happen to most people. It does happen to some people at some peak times. Where are you located and your connection speed?
San Francisco. I have a reasonable but not super-fast (~5 Mb) cable connection. Not exactly Outer Mongolia. And it has nothing to do with peak time. It happens 100% of the time.
I think you mean that most people don't report it. This isn't exactly Unreal Tournament - almost no data is being transferred! Unless the code is doing something grossly stupid, there's absolutely no way this could be a bandwidth issue. There's also no reason that it couldn't be run 100% in-browser for a bot-only game.
Come on, why won't you tell me why it's so slow? As a software engineer myself, I have a professional interest. I've written my share of non-performant code, so I'm genuinely curious about what could *possibly* be happening in the 10 seconds between clicking the dice and them finally rolling. Are you brute-forcing passwords in the background or something? Is there a reason that has to happen in the UI thread?
What's your device? We do have a front end performance problem at weaker devices, can this be that?
For server performance problem, if it happens more than 5% of the time, the cause is probably location, ISP, modem, device than the server.
If it happens less than 1% of the time, it's because of node.js working on single threads and needs to move to multi threads.
I have a 2011 Macbook Pro. Old but plenty fast enough for a board game. What's using resources on the front end? The AI?
There are many ways to make node more responsive. Promises are one. Multiple servers are another. What's the source of the bottleneck? The server shouldn't be doing much besides passing messages. The only expensive part of the game is the AI. If those run on the client, why is the server slow? If they run on the server, why does the game blow up my CPU?
I think in this case it's your cpu and not the network. And they reason your CPU blows up is because the underlying framework tries to do GPU type of work in a CPU very inefficiently. We have recently optimized that a bit but I guess there is still more work to be done.
Can you take a short video while playing and post? Make sure to take the video with a phone.
Should be fixed in v60 & v61
"some way to reduce lag" (suggested by u/LongIslandBall on 2019-09-17), including upvotes (1) and comments (1), was merged into this suggestion.
It's completely unusable for me. At game set up, you click and see settlements slowly lagging into place...
The game is really unplayable for me. Every click has at least a 5 second delay, even on bot games, making every move extremely frustrating and sometimes impossible to complete before the turn timer runs out
Lower the resolution by selecting something closer to 1 in the game settings
I had the same issue, in a bot game the settlements would slowly lag onto the board, completely unplayable.
Then I switched from chrome to firefox, and it worked perfectly