Quantcast
Channel: Recent Discussions — Photon Engine
Viewing all articles
Browse latest Browse all 15755

Messages per second incorrect?

$
0
0
Hello,

I just wanted to make sure I am not going crazy here. I have a bit of a problem with the messages per second, it looks like either the analyze page on photonengine.com is incorrect or I am doing something completely wrong.

So, going back to the photon engine manual on page 1, the realtime intro it says:

"Call Service: The LoadBalancing API is built to integrate well with your game logic. You can fine-control when you want to handle incoming messages and how often you send anything. Internally, both directions are buffered until your game calls LoadBalancingClient.Service()."

So if I understand this correctly, if I call opRaiseEvent 2 times for example before calling service, it counts as 1 message since the 2 messages got buffered. However, if I make a simple testbed for this and I’m checking the analyze page after a few minutes, the statistics show that it counted as 2 messages instead (or 3 messages if I called opRaiseEvent 3 times before calling service).

I tried this out by simply connecting 4 clients to a room, then after they are connected I am initializing an update timer that fires every 1/8th of a second:
-(void)update
{
[client opRaiseEvent:YES :@"123" :0];
[client opRaiseEvent:YES :@"456" :1];

[client service];
}
So, according to the photon realtime pricing page, this should equal to 128 messages per second (4 players + 8 messages per player & second). Displayed in the analytics page however are 256 messages per second, just as if every time a player calls opRaiseEvent it would count as a single message.

Any ideas what I’m doing wrong here? (I am using the latest Objective-C SDK by the way.)

Thanks!

Viewing all articles
Browse latest Browse all 15755

Trending Articles