Java socket server lags behind two clients
I'm a newcomer lol to stackoverflow, but I've always relied on this website I have a question about the java socket server I created When connecting (client and server), my application creates a thread for the client This is an MMORPG game server... At least I've tried There's a player who won't fall behind so badly However, there are two, it starts to show some lag
If I send spam left and right – left and right – on one client and move normally with the other client, the other will feel bad I hope to get some assistants because I've spent a week and a half struggling =) it's time for me to ask for help
The code is simple:
public static void main(String[] args) throws IOException{ serverRooms.put(roomNumber,new Room()); try { System.out.println("Starting Server..."); serverSocket = new ServerSocket(9595,20); System.out.println("Server Started"); while(run){ Socket socket = serverSocket.accept(); // Check if we have a connection,otherwise wait Player player = new Player(playerCount++,socket,roomNumber); new Thread(player).start(); } } catch (IOException e) { e.printStackTrace(); } }
That's how it all starts! On the player object, it looks like:
public void run() { while(playerIsConnected) { try { int msgid = input.readUnsignedByte(); messageHandler(this,msgid); } catch (IOException e) { System.err.println("Player have signed off"); playerIsConnected = false; } } // If Player leaves,close socket,and end thread try { socket.close(); } catch (IOException e) { System.out.println("We got an error while closing a socket on player " + pid + "."); } }
Messagehandler happens to be a static method of the final static class It is a global method that can be called by each thread (can this be the reason for the lag?)
public final class MessageControl { public static void messageHandler(Player player,int msgid) throws IOException{ DataInputStream input = player.getInputStream(); switch (msgid) { case 10: byte hspd = (byte) Math.signum(input.readByte()); byte vspd = (byte) Math.signum(input.readByte()); byte dir = input.readByte(); updatePlayerPosition(player); byte spd = (byte) (hspd != 0 && vspd != 0 ? player.spd-1 : player.spd); // Prepare packet and send to clients ByteBuffer buffer = ByteBuffer.allocate(11); buffer.put((byte) 10); buffer.put(shortToByte_U16(player.pid)); buffer.put(shortToByte_U16(player.x)); buffer.put(shortToByte_U16(player.y)); buffer.put((byte)(hspd*spd)); buffer.put((byte)(vspd*spd)); buffer.put((byte)(dir)); sendPacketToAllClients(player,buffer,true); // Update Player info player.hspd = (byte) hspd; player.vspd = (byte) vspd; player.dir = dir; player.lastUpdate = System.currentTimeMillis(); break; } private static void sendPacketToAllClients(Player player,ByteBuffer buffer,boolean includeMe){ for (Player otherPlayer : player.room.getPlayersInRoom()){ if (otherPlayer.pid != player.pid || includeMe){ sendPacketToClient(otherPlayer,buffer); } } } }
About shorttobyte_ U16 (), I just created a simple method to short the cone to bytes (send buffer packets to the client through bytes) For example, I have about five such conversions, including conversion to unsigned U16
public static byte[] shortToByte_16(int x){ short s = (short) x; byte[] ret = new byte[2]; ret[0] = (byte)(s & 0xff); ret[1] = (byte)((s >> 8) & 0xff); return ret; }
Look at the structure below, why would I fall behind any ideas?
Editor: I think I can improve it by setting settcpnodedelay to true When I spam left / right at my end, there still seems to be a lag... Other players on my screen seem very uncomfortable
Socket socket = serverSocket.accept(); // Check if we have a connection,otherwise wait socket.setTcpNoDelay(true); // This helped a lot!!! Player player = new Player(playerCount++,roomNumber); new Thread(player).start();
From what I see... My "spam left / right" end seems to lack packets sent by the server
Solution
Problem solved. =) Settcpnodedelay true did a trick About the part I said I lost the packet, I actually didn't The two messages are combined and passed in as one message My program only reads the first few bytes and ignores the rest You have to put a byte in front to indicate the size of the message Once in place, I set up a while loop to read it until it can no longer read. (=) Thank you for helping me My first article, this is a grand experience