Reputation: 505
I am trying to write a small game server in Go. I basically copied example from WebSocket library (https://github.com/gorilla/websocket).
Every second, servers executes function s.tick()
which sends current time to the user. This works fine when users do not perform any actions.
When a user joins, leaves or sends a message, information is send over one of three channels (one for each action) and corresponding action is executed, however s.tick()
is either skipping or delayed. I have noticed, that if users perform actions all the time, s.tick()
will never be called.
Here's the output:
Mon, 05 Dec 2016 20:19:11 CET
Mon, 05 Dec 2016 20:19:12 CET
Mon, 05 Dec 2016 20:19:13 CET
Mon, 05 Dec 2016 20:19:15 CET
Mon, 05 Dec 2016 20:19:16 CET
Mon, 05 Dec 2016 20:19:17 CET
-- users joining and leaving
Mon, 05 Dec 2016 20:19:25 CET
Mon, 05 Dec 2016 20:19:26 CET
Mon, 05 Dec 2016 20:19:27 CET
Mon, 05 Dec 2016 20:19:28 CET
Mon, 05 Dec 2016 20:19:29 CET
I tried to check what is causing so much delay between the actions (none of these actions is taking long time) and my only thought is that:
I checked time at the beginning of a loop and at the beginning of a case clause and it is often taking more than 200ms to even receive data from channel. Having said that, how can I improve the performance of this solution? I can't seem to be able to have server working well at one tick per second, let alone 60.
Below's snippet of my code:
type GameServer struct {
players map[*Player]bool
register chan *Player
unregister chan *Player
broadcast chan []byte
}
func (s *GameServer) broadcastMessage(msg []byte) {
for player := range s.players {
player.messages <- msg
}
}
func (s *GameServer) tick() {
s.broadcastMessage([]byte(time.Now().Format(time.RFC1123)))
}
// question is mostly related to this function
func (s *GameServer) run() {
for {
select {
case _ = <-time.NewTicker(time.Second).C:
s.tick()
case client := <-s.register:
s.players[client] = true
case client := <-s.unregister:
delete(s.players, client)
case msg := <-s.broadcast:
s.broadcastMessage(msg)
}
}
}
Upvotes: 2
Views: 1934
Reputation: 14848
try this:
type GameServer struct {
players map[*Player]bool
register chan *Player
unregister chan *Player
broadcast chan []byte
ticker *time.Ticker //use a single "global" *time.Ticker
}
func (s *GameServer) broadcastMessage(msg []byte) {
for player := range s.players {
player.messages <- msg
}
}
func (s *GameServer) tick() {
s.broadcastMessage([]byte(time.Now().Format(time.RFC1123)))
}
// question is mostly related to this function
func (s *GameServer) run() {
for {
select {
case _ = <- s.Ticker.C: //use the "global" *time.Ticker instead of creating a new one every time
s.tick()
case client := <-s.register:
s.players[client] = true
case client := <-s.unregister:
delete(s.players, client)
case msg := <-s.broadcast:
s.broadcastMessage(msg)
}
}
}
I don't think you want to be creating a new time.Ticker every call to run
. The above should fix your problems.
Upvotes: 4