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MinGW build map load delay

ldilley opened this issue · comments

Describe the bug

There is a significant delay during the transition from character select to entering the game world when using the MinGW build on the Windows test server. The Linux counterpart built with clang or gcc is unaffected. This could be due to SEGS code, the libraries used, or even the underlying OS.

To Reproduce

  1. Connect to red.segs.io and note the delay after character select and while attempting to load a map.
  2. Do the same on blue.segs.io for comparison.

Expected behavior

The transition from character select to map load should be prompt.

Screenshots or Attachments (if applicable)

N/A

SEGS Version, C++ Toolkit

  • SEGS Build ID: SEGS v0.6.1-stable-commit (Outbreak) [d2cac982] (but has occurred with other builds)
  • C++ Toolkit: Qt 5.12.2 bundled with MinGW 7.3.0 (32 and 64 bit)
  • OS: Microsoft Windows Server 2016

This is a result of the filesystem being taxed since we're using unpacked files, the filesystem has to find multiple files in many different directories, thus we're getting hit with significant seek-time overhead.
For now, I'd say we can let this issue be. Later on when we use either physfs, or lz4 based asset packing, we will get the performance back :)