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AppOnIdle is the closest you will get, 1 second. Milliseconds will rape your server too much
lol
It's not a complex thing, just a couple of lines
Quote from: PerroAZUL on November 13, 2007, 05:44:11 pmIt's not a complex thing, just a couple of lines All the more reason to just do it yourself
You could always give me the server code and I'll do it myself
Quote from: FliesLikeABrick on November 13, 2007, 07:56:39 pmQuote from: PerroAZUL on November 13, 2007, 05:44:11 pmIt's not a complex thing, just a couple of lines All the more reason to just do it yourself He just stated he needs a time resolution smaller than a second, and currently that is not possible. You can't do that yourself because it needs changes in the server app. Not saying they should or should not be made, that's up to EnEsCe.
Quote from: PerroAZUL on November 13, 2007, 08:38:13 pmYou could always give me the server code and I'll do it myself He's totally going to give you the server code...
I didn't see him say anywhere that he needed a resolution better than 1s, but your point is made either way
This would be great, it'd give the possibility of creating scripts that control the game flow with a precision of milliseconds.
what about tick timers (1/60 second)
The problem is with the scripting integration part, every time a script call is made that's a lot of overhead. Which is why AppOnIdle was set to only run once every second, running every millisecond made the server unplayable, even if it didn't do anything.On a simple level yes, it's not that much of a problem, but in this system it is.
Dunno if you might find this useful or not, but heres an undocumented function:function GetTickCount():CardinalObviously, it gets the current tick count.