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[DOUBT] How much impact do timers have on overall performance?


DRW

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Hi there,

I've been scripting on my new server for two weeks now and I plan to release it to the public today. I have created my own AI and I wanted it to make it as precise as possible, so the syncing and all the events happen every 0.5 seconds so the AI can check if they have an objective, if they have to shoot, check the direction where the objective is going so it can anticipate and shoot with more precision, look around, stop shooting, etc. It's working very well so far.

But I'm kind of scared of timers, because I have many since I use account datas and element datas all the time and I need the clients to depend on the server. Let's say I have 15 timers that are 5-30 seconds long, 2 that are 0.5 seconds long, and 3 that are 2 seconds long.

5-30 seconds: They usually set an account data and an element data per logged player, probably two of these timers also trigger client events.

0.5 seconds: They trigger 1-2 client events per player.

2 seconds: These trigger a client event.

Clients don't seem to lag, FPS are stable, RAM is ok, but I've only tested it for 4-5 players. 

Is it going to affect my performance in the long run? Will the traffic be highly affected?

 

SERVER SPECS:

6MB RAM

1x2,5GHZ CPU

100mbps internet speed.

Edited by MadnessReloaded
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