Packet loss is a potential issue for multiplayer games and recognizing it earlier rather than later can be very helpful in making your game more enjoyable, especially for players with sub-optimal connections. In this article we’re going to explore the different types of packet loss, how to identify the issue and how to solve it when it appears. Continue reading
Often times articles in this blog are inspired by questions and issues raised by our users and this new entry is no exception. One aspect of SmartFoxServer that seems to intimidate developers is the multi-threaded environment behind custom Extensions, and the relative implications in terms of concurrency, scalability and performance.
In this new entry we’re going to demystify the subject and demonstrate how simple and painless is writing server side code, even when many other things are running concurrently. Continue reading
In this brief article we’re going to take a look at what really happens when we shut down a device’s wifi or unplug the ethernet cable off of a computer. While intuitively one would expect the current connections to go down, this is likely not the case.
We are going to see why this happens and clarify a few misconceptions that arise when testing disconnection scenarios in a multiplayer game. Continue reading
In this article we’re going to address yet another oft-asked question regarding how SmartFoxServer uses memory and how to read the graph in the AdminTool’s Dashboard. Continue reading
This time we’re going to take a look at the top common errors and pitfalls that can be easily avoided when developing and deploying a multiplayer game with SmartFoxServer 2X. The list is compiled from a selection of topics that are quite popular in our support forums.
Knowing about these common pitfalls can possibly save you a significant amount of time and head scratching. Let’s see what they are.
In this new recipe we will take a look at how to optimize the Room List that SmartFoxServer 2X sends to each client.
Room Lists are very important to show players what is going on in the server and allow them to quickly find games to join. Sometimes, however, they can get too big and result in a waste of bandwidth and information overload for clients.
In this brief article we will take a look at the simple concept of “ping times” and how we can use it in our multiplayer games to improve the user’s experience.
The connection speed is the single most important key element in an online game as it affects the whole experience. Being able to detect slow downs and “hiccups” could help removing some of the frustration when the client’s network is not behaving as expected. Also, being able to signal critical network issues could help the final user improve their game performance. Continue reading
One of the questions that often pops up in our forums is “how do I run a stress test on my game”?
There are several ways in which this can be done. A simple way to stress test your server side Extension is to build a client application that acts as a player, essentially a “bot”, which can be replicated several hundreds or thousands of times to simulate a large amount of clients. Continue reading