Game pressure test performance summary

Some time ago, the stress test of the project passed smoothly. Now I summarize the main bottlenecks and problems in the stress test process. The
first is the broadcasting problem of walking. When a large number of players are pouring in on the same screen, the broadcasting is based on Jiugongge broadcasting. At that time, there will be a lot of broadcast messages, which will cause all the bandwidth to be used up, and the server messages cannot be processed. The accumulation of a large number of messages causes the server memory to skyrocket and hang up. Therefore, the solution in this case is to limit the visible players on the same screen, so that the same The player on the screen is at a reasonable value, and other players that exceed this water level will not be displayed. When a player on the same screen leaves your range, make a supply to the players on the same screen, so as to ensure that the number of players on the same screen is within a reasonable range. Inside.
2. Chat broadcasts and chat messages are also relatively frequent, so we should limit the received chat broadcast messages. When the two cached messages exceed the preset value, it proves that the messages are frequent and the server broadcast cannot be processed. Self chat messages are returned to self, but not broadcast to other players.
3. Data persistence

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