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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