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 _______________________________________________ Red5 mailing list [email protected] http://osflash.org/mailman/listinfo/red5_osflash.org
