You guys are trouble. Obviously I have to buy my way out of this by 
offering to procure a few rounds... Are you both at fitc? And who else 
will be there? I saw Lisa Larson and Rob Reinhardt's names...

While there are other ways to maintain shared state, I've found Remote 
Shared objects to be the best way to maintain shared state in an 
application. By that I mean things like who is in the room (one slot per 
user) or the position of players on a board (perhaps a shared object for 
each player in addition to the so with one slot per user) etc... In 
Muriel's post what caught my attention (delurked me?) was the idea that 
she might just be using the RSO to send messages by filling a slot and 
then clearing it. Muriel, is that what you meant?? If you are doing 
that, you may be able to move to using rso.send instead or redesign how 
the SOs are used.

Anyway, in my experience updating an rso every .1 seconds is often not 
realistic. Usually the frame rate has to be dropped and some other 
method like dead reckoning used to smooth out and keep the action in a 
game close to a reasonable state.

I'm a big fan of the update patern where the client makes an nc.call to 
the server and then the server broadcasts the update to all clients by 
setting a slot in an rso. But the problem with fast moving games is each 
nc.call is queued on the server and must be procesed sequentially by the 
single AS thread. (Unless you multithreaded instances in Red5?) So for 
some games direct - client side rso updates might be better... It all 
depends...

Anyway, Muriel if you could describe the situation in a little more 
detail it might be helpful.

Yours truly,
-Brian, mostly lurking, Lesser


John Grden wrote:

> Me too, I was just about to say the exact 2 things Jake said!
>
> BRIAN - you lurker you ;)
>
> On 4/19/07, *Jake Hilton* < [EMAIL PROTECTED] 
> <mailto:[EMAIL PROTECTED]>> wrote:
>
>     I knew it! .. I felt a lurker such as your self..  LOL  :)
>
>     But on topic.. I don't use shared objects much .. but use
>     nc.call's for a lot of my interaction.
>
>     Jake
>
>
>     On 4/19/07, *Brian Lesser* <[EMAIL PROTECTED]
>     <mailto:[EMAIL PROTECTED]>> wrote:
>
>         Hi Muriel,
>         I'm just a lurker here and am not using Red5 but was wondering
>         what you
>         mean by: "as the Shared Objects are emptied after a message
>         has been
>         received"?
>         Yours truly,
>         -Brian
>
>         muriel wrote:
>
>>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] <mailto:[email protected]>
>> http://osflash.org/mailman/listinfo/red5_osflash.org
>>
>>
>
>
>         --
>         ______________________________________________________________________
>         Brian Lesser
>         Assistant Director, Application Development and Integration
>         Computing and Communications Services
>         Ryerson University
>         350 Victoria St.
>         Toronto, Ontario                   Phone: (416) 979-5000 ext. 6835
>         M5B 2K3                            Fax: (416) 979-5220
>         Office: POD B-66-C                 E-mail: [EMAIL PROTECTED]
>         <mailto:[EMAIL PROTECTED]>
>         (Enter through LIB-B99)            Web:
>         http://www.ryerson.ca/~blesser <http://www.ryerson.ca/%7Eblesser>
>         ______________________________________________________________________
>
>
>
>         _______________________________________________
>         Red5 mailing list
>         [email protected] <mailto:[email protected]>
>         http://osflash.org/mailman/listinfo/red5_osflash.org
>         <http://osflash.org/mailman/listinfo/red5_osflash.org>
>
>
>
>     _______________________________________________
>     Red5 mailing list
>     [email protected] <mailto:[email protected]>
>     http://osflash.org/mailman/listinfo/red5_osflash.org
>
>
>
>
> -- 
> [  JPG  ]
>
>------------------------------------------------------------------------
>
>_______________________________________________
>Red5 mailing list
>[email protected]
>http://osflash.org/mailman/listinfo/red5_osflash.org
>  
>


-- 
______________________________________________________________________
Brian Lesser
Assistant Director, Application Development and Integration
Computing and Communications Services
Ryerson University
350 Victoria St.
Toronto, Ontario                   Phone: (416) 979-5000 ext. 6835
M5B 2K3                            Fax: (416) 979-5220
Office: POD??                      E-mail: [EMAIL PROTECTED]
(Enter through LB99)               Web: http://www.ryerson.ca/~blesser
______________________________________________________________________


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