Don,
you're probably on the right track with the database. I'm not sure why
you'd torture yourself with C in this case - the string processing,
architecting, etc, won't be fun -, KGS does very well with Java.
Christian
Don Dailey wrote:
Hi Remi,
I noticed that when CGOS first came up, it was very fast but as the
sqlite3 database gets bigger and bigger, it gets slower.
So I believe this is a design flaw in CGOS itself. I wrote CGOS
without having had any experience writing servers.
I think I know now how to build a super fast server and I plan to do
that very soon.
I would like to do a test where I start a brand new server instance
from scratch to see what happens. I cannot do that at the moment
because I am at work and do not get payed to do this on company time,
but perhaps tonight or tomorrow I can test this.
I can build a new server in very short time - I plan to do this in C
and I have all the support routines ready to go - so it's mostly
piecing things together, not redesigning code from scratch. I think
the end result will be an impressively efficient server with low
memory usage, which is probably a big part of the problem.
It would come with a new ajax style web page.
- Don
On Tue, Jun 2, 2009 at 1:34 PM, Rémi Coulom
<[email protected] <mailto:[email protected]>> wrote:
Hi,
I have just connected Crazy Stone to CGOS and noticed a few problems:
- pairings seem to take forever (10 minutes or so)
- there is a lot of lag during games (up to one minute for a move,
which causes losses on time)
I tried the cgosview-linux-x86_32 client, and got a "could not
execute error". If I run it with no parameter, it runs fine
(except that default parameter don't connect to any server). If I
run it with parameter, it fails with "could not execute". This is
not a big problem, because I kept a copy of an old version that
works very well.
Rémi
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