by LorenzGames » October 30th, 2010, 2:33 am
by Henrik » October 31st, 2010, 10:48 am
by LorenzGames » October 31st, 2010, 12:31 pm
by default0 » October 31st, 2010, 1:20 pm
LorenzGames wrote:So what is exactly in Webservice traffic? Mine is already at 35 MB with only few users every day.
by LorenzGames » October 31st, 2010, 2:19 pm
by default0 » October 31st, 2010, 2:43 pm
LorenzGames wrote:But that doesnt really explain the 35 MB... and also i am getting another 8 mb in data sent and some others in data recieved... I am kinda confused on this point becouse doing my calculation at this rate when i will add the sounds to my game i can only have a maximum of 1 or 2k users per day... That is maybe barely gonna cover the cost of the of PLUS subscription... what is the point then in making a game?
by LorenzGames » October 31st, 2010, 2:47 pm
by default0 » October 31st, 2010, 2:50 pm
LorenzGames wrote:Yea I tried the optimize the best I could thats why I dont explain the 35 MB...
So where are stated the GameFS traffics?
by LorenzGames » October 31st, 2010, 3:16 pm
by default0 » October 31st, 2010, 5:08 pm
LorenzGames wrote:Yea a guess but I am still confused about the other 2 parameters, data sent and recived... what are those about?
I Can read speficifally
Data received: (data sent from a game client to a game server) 12MB
Data sent: (data sent from a game server to a game client + sitebox traffic) 2MB
Webservice Traffic: (requests to the Player.IO webservice: connect, joinroom etc.) 35MB
Now i can understand the data received at 12mb but... webservice at 35 for connect and join room with only 2 or 3 users connected looks way too big.
by LorenzGames » October 31st, 2010, 7:56 pm
by default0 » October 31st, 2010, 8:23 pm
LorenzGames wrote:Nope actually i only have 21 little objects right now in my DB.
by Oliver » November 1st, 2010, 6:56 pm
by LorenzGames » November 2nd, 2010, 3:15 am
by Oliver » November 2nd, 2010, 12:12 pm
by fox1980 » November 2nd, 2010, 2:25 pm
by -Mani » November 3rd, 2010, 2:36 pm
by Oliver » November 3rd, 2010, 3:03 pm
by -Mani » November 3rd, 2010, 3:49 pm
by fox1980 » November 3rd, 2010, 3:50 pm
by -Mani » November 3rd, 2010, 4:02 pm
default0 wrote:Well, if you call dbObj.save() often, have many connects/disconnects from & to rooms, list a bunch of rooms with lots of data on them or your code throws many errors (or you write a lot of errors yourself) the 35 MB may be reasonable.
Actually your game gets (on free package) 7,7 KB/sec for allowed traffic, if you do a good job optimizing your protocol you can run your game a while with the 20 GB/month.
As I don't know how your game is set up I have no clue if the 35 MB or other stuff is actually reasonable
by default0 » November 3rd, 2010, 4:06 pm
fox1980 wrote:Where did you see that 7.7kbs limitation anyway ?
by -Mani » November 3rd, 2010, 4:17 pm
by default0 » November 3rd, 2010, 8:17 pm
-Mani wrote:AAAHH!!!
thank you default0!
I always searched for that!
you rock!
by LorenzGames » November 4th, 2010, 3:10 am
by Benjaminsen » November 4th, 2010, 9:24 am
LorenzGames wrote:Calling the list room every 5 seconds could be an explanation?
Otherwise how could i keep the room list updated in the game without using so many resources?
by LorenzGames » November 4th, 2010, 4:32 pm
by Henrik » December 1st, 2010, 10:27 am
by default0 » December 1st, 2010, 4:24 pm
Henrik wrote:The resource usage page is now released, you can find it in the admin panel under each game. We hope this will help you understand and optimize your games a bit better.