Friday, July 19, 2024

Server Code and Loads of Performance Tweaks

Boy, there's a lot of updates to get through. I had a pretty free evening last night, so continued straight into the server code and got huge chunks of that finished off (and some more this morning) so that's looking really really solid now. I've only got some images now being called from the server for inventory items, which I've somehow missed I think - and aside from that, it's all coming from the internal app asset files, or from the new server code I've been working on - so that's really really sweet.

However, the bigger update is that while I was working on fetching world data from the server (and processing it in the app) I found that the app was getting really buggy, locking up the interface and other things like that which were red-line issues. So, first things first, I managed to do a quick rewrite of the bit of code that handles the main user interface to move the party about in the world. Made it much much simpler than it was (now that I understand a little more Android that seemed much simpler than it did before) which instantly yielded an improvement in terms of what movement felt like. Instantly much smoother and feeling a heck of a lot more responsive. So win there.

I also then looked at how things were being handled when data was being fetched from the server, and managed to update the code so that it spawns a whole bunch more threads when it needs to, so that once again, the app feels an awful lot more responsive and doesn't lag up when request are being processed. I'm still going to see what I can do to get further efficiencies, but last night was a super productive effort which is making me feel great.

I think I'm finally getting close to testing this out on an actual online platform to see where all the gaps potentially are when the network is laggy and finding what breaks.

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