Besh, on 02 December 2023 - 07:41 AM, said:
So how and why does this erase all my 'Mechs and set my 'Mechbays to 0 for about 15 - 20 mins ?
I suspect your inventory is cached on the backend to avoid too many queries to the underlying database. It's how I would implement it. When it works, it saves some performance, but at the expense of potentially caching faulty responses if the backend is having issues like now.
Besh, on 02 December 2023 - 01:50 PM, said:
Here is a question : How is it anyhow feasable for the "the Server" to need to load "the entire item database" for every match to be able to "crossreference Items" ?
Also known as: one of the associated queries causes or requires a table scan.
Matt Newman, on 02 December 2023 - 03:17 PM, said:
I guess the question then becomes why doesn't the Server have the Data all ready?
Why load all the Item IDS and Data at runtime rather than have that Data present within the server executable?
I don't know the answer to that but I would guess that there is a good reason. Executable size maybe?(I'll check and see if I can find out)
Keeping the data and code separately, so that the data can be updated or adjusted without requiring the code itself to be rebuilt every time. It makes sense. As does not caching it if you want accuracy over performance.
Besh, on 03 December 2023 - 12:18 AM, said:
Preempting "I have no clue how the engine works" ( which is true actually ), I would think it would be more efficient re macthinstance to store Individual player loadouts as a hash under that player's Profile . Would just need to be verified as valid re Item IDs at "save" . Then when [Mech] gets sent into match, the instance just pulls the IDs needed for that specific Match ( instead of loading the entire Item Database into each match instance ) .
But *heh*, what do I know ? I am just trying to understand whats going on .
Sometimes a decision that seemed expedient ten years back during early development isn't very sustainable in the long run. Suffice to say, there's a software product I support that has been running into similar issues when scaling instance size beyond what the dev team originally assumed and tested against.
Viltor, on 03 December 2023 - 06:06 AM, said:
Do I understand this right?
Game is broken, and devs don't know how to fix it?
Very wrong. They have a plan to fix it but it's not something they can just ram through overnight.
the check engine light, on 03 December 2023 - 07:44 AM, said:
While I understand this I also don't really comprehend the idea of "extensive planning and overengineering is bad" or "good enough for now is good enough"
No software company has infinite time or infinite money, they need to bring a working product to the market sooner or later.
Usually companies prioritize things that actively impact the product over fixing potential issues that may occur half a decade down the line... if they even bother testing against such highly improbable scenarios in the first place.
Thunderbuddy, on 03 December 2023 - 10:05 AM, said:
As a brand new player with 1 mech, it is very offputting to have my mech locked and not be able to locate matches. This game is way too old to be having open beta level issues.
It's not an open beta kind of issue, it's a ten year old piece of tech debt come to roost.
Edited by Horseman, 03 December 2023 - 01:52 PM.