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armwdev avatar armwdev commented on May 20, 2024

Was just thinking kbengine to be a good backend for high concurrency but it seems the lack of reliability (random errors, sudden program terminations and difference in concurrent users count between client and server) and finding documentation without translation is a bit of an issue. Although I followed the documentation by using translator and everything is in default configuration, trying to solve errors after errors is just time consuming. However if I can get a response for this issue my point of view on this might change so I don't go to alternatives.

Please take this as a constructive feedback so you can improve the kbengine in these aspects to take it to the next level. Again thanks for the kbengine and the effort to make this available to public.

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kbengine avatar kbengine commented on May 20, 2024

I'm sorry that some things haven't been answered in time recently.
You can watch this video.

https://www.bilibili.com/video/av21956024/
http://v.youku.com/v_show/id_XMjgyMjM0MTYwNA==.html?spm=a2h3j.8428770.3416059.1
ubuntu 14.04(64bit) Intel Broadwell 8核2.4MHZ 16G

You can try to disable udp communication test.
Use 1.x test, more baseapp and cellapp.
Use tools / linux / *. Sh to optimize the linux system.

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kbengine avatar kbengine commented on May 20, 2024

The game scene is divided into 100, and each scene has 100 players gathered together. Data synchronization is at the level of 100x100. If 1000 players come together, your network bandwidth consumption is huge.

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armwdev avatar armwdev commented on May 20, 2024

Thanks for the reply. I've watched these videos and applied the optimization.sh but I'll try your other suggestions. Thanks again

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