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Update manager.md
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DrTheodor authored Sep 18, 2024
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4 changes: 3 additions & 1 deletion content/development/how-it-works/manager.md
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Expand Up @@ -27,7 +27,7 @@ Then each minute or two STM would fully re-send the TARDIS data.

STM also has methods to send partial data, in which case the `UPDATE` (for updating components) and `UPDATE_PROPERTY` (for updating properties) packets were used.

> Why it failed: a singular TARDIS could produce multiple update packets per tick. Sending full TARDIS data every few minutes was a hack.
> How it failed: a singular TARDIS could produce multiple update packets per tick. Sending full TARDIS data every few minutes was a hack.

#### 1.0.5:
Expand All @@ -48,6 +48,7 @@ Updated TARDIS' get put in a buffer inside STM, which will iterate through it an
This version had no partial updates implemented serverside.

> Why it failed: no partial updates meant that there was much more serialization going on than needed.
> How it improved: no more `ASK` packet, server defined what to send and what not. One packet per tick made sure there was as less of packet spam as possible.
#### 1.0.6+
Expand All @@ -64,6 +65,7 @@ Updated TARDIS' get put in a buffer inside STM, which will iterate through it an
Partial updates became possible once again. Because the STM knows the difference between a player loading a chunk and a player staying in a chunk, it can send a full packet to a player who just loaded the chunk and a partial update to a player who tracked the chunk.

> How it improved: partial updates.
> How it failed: multiple packets per TARDIS update are back.
#### Future?
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