I found out that what more you have mods, that longer it takes to start the lobby client.
I think we need some sort of caching? Or simply remove the mod loader from startup? (if there is?)
Somehow it needs to get faster loading time...
I just removed almost all mods, 3 mods i saved, and now it doesnt load it 15 seconds anymore.
Lobby client startup time growing by mod count
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
i had problems with my lobby when i had several hundred path calculations in my lobby folder- the lobby would freeze randomly sometimes, sometimes i wouldn't be able to talk in the game rooms and sometimes i could change the start boxes for just myself without being the host (in effect being able to start anywhere on the map, but everyone else stayed in the original boxes).
I've had tons of mods/maps/paths and have not experienced much lag in TASclient (I do occasionally get logged out if my processor is really really busy for a bit). One problem I have noticed though is that I was experiencing the countdown clock very often when connecting to games. (Countdown comes up and game never starts). So I investigated my paths folder which had ballooned up to 2000 paths!!!! After deleting them the problem has disappeared. (I'll update this post if it comes back). So I think scanning through all those paths at the beginning of the game was slowing my computer down so much it couldn't connect to the host in time (Just a theory of course).
That's what it does now, except for the option, which would just be silly IMHO, because then you get people asking, "omg why doesn't map XXX show up?" "you need to go to options & click recreate cache".
On second & later start, the only thing it does is statting all files recursively in base/, mods/ and maps/ to see if any one of them has been modified / added.
Maybe I can turn off the recursively part for the next version: the in-game start menu doesn't support maps/mods in subdirectories anyway and it could speed it up a little, esp. in relation to many paths.
On second & later start, the only thing it does is statting all files recursively in base/, mods/ and maps/ to see if any one of them has been modified / added.
Maybe I can turn off the recursively part for the next version: the in-game start menu doesn't support maps/mods in subdirectories anyway and it could speed it up a little, esp. in relation to many paths.