BattleDawn Server Update - 2020.03.25

  • We enabled the multi-tick configuration for multiple servers. Currently, some worlds run from TE1 (the original), CE runs from TE2 and a few other worlds from TE3. These tick engines should run in parallel, we’ll offload more worlds to TE3 if it works well. Though we’ve already been using a second tick engine for havoc in secret for a while now…

Tick Engine should be significantly faster, more predictable and more stable.

  • We moved our services servers (the ones that handle your requests!) to a new system that should automatically add more if the server is having issues, in addition this should allow us to update the services without downtime.

  • We changed the internal networking, this should significantly speed up every action and server in the game, if you were not previously bottlenecked by latency or your computer.

  • We further split the game databases, this should reduce lag significantly on heavy actions.

  • AI will no longer spawn in places where players can’t place an outpost. This is for CE and may be removed again for other worlds later on request.

6 Likes

Does this mean we cant kill the server with big fights anymore :frowning:

4 Likes

probably still can, just would take a lot more to do so?

1 Like

You can, just, it will be far less probable to affect any worlds on other instances and it wont slow down the ticks on other backends.

There’s still 2 dependencies left that could potentially cause 1 bad tick to affect other worlds, but I hope/expect these changes to mitigate it sufficiently for them not to matter.

We’ve a plan to solve one if needed, the other would require a fairly major change to the code unfortunately.

3 Likes