Hi all,

we just had an interesting discussion with a Flash expert about Shared
Object communication. Until now, we have been using Red5 Shared Objects
for client-server communication in a multiplayer game setup. As we have
all kinds of communication (broadcast to room, some users, single user),
we have set up an architecture with two Shared Objects per client (two
distinguish input from output). We are now observing some performance
problems on the clients as well as the Red5 server (99 % CPU usage with
33 clients updating the Shared Objects every 0.1 seconds, btw with 33
clients 66 Shared Objects have to be handled by the server). On the
server-side, however, we don't have any memory problems, as the Shared
Objects are emptied after a message has been received. Memory is at
around 4% and remains quite stable throughout the application.

The Flash (Media Server) expert proposed to use an invoke of a
client-side method rather than a Shared Object as this is more efficient
for the client to handle. Do you think the server performance issues
could be due to the Shared Objects? And does it make sense to change
from Shared Object communication to RMI?

Is there anyone who has experienced similar problems?

Thanks for helping,
Muriel



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