this should let us delete snapshots at the cost of latency

This commit is contained in:
DarthArgus
2016-12-09 03:37:21 +00:00
parent a353c128c3
commit 6418f430f9
5 changed files with 35 additions and 21 deletions
@@ -91,13 +91,13 @@ m_queryFetchCount(0)
centralServerConnection = new CentralServerConnection(ConfigServerDatabase::getCentralServerAddress(), ConfigServerDatabase::getCentralServerPort());
NetworkSetupData setup;
setup.maxConnections = 100;
setup.maxConnections = 300;
setup.port = 0;
setup.bindInterface = ConfigServerDatabase::getGameServiceBindInterface();
gameService = new Service(ConnectionAllocator<GameServerConnection>(), setup);
NetworkSetupData cmSetup;
cmSetup.maxConnections = 100;
cmSetup.maxConnections = 300;
cmSetup.port = ConfigServerDatabase::getCommoditiesServerPort();
cmSetup.bindInterface = ConfigServerDatabase::getCommoditiesServerAddress();
commoditiesService = new Service(ConnectionAllocator<CommoditiesServerConnection>(), cmSetup);
@@ -128,7 +128,7 @@ m_queryFetchCount(0)
DB::Server::setDisconnectSleepTime(ConfigServerDatabase::getDisconnectSleepTime());
DB::Server::setFatalOnDataError(ConfigServerDatabase::getFatalOnDataError());
// the DatabaseProcess singleton will want to know when major, connection
// the DatabaseProcess singleton will want to know when major, connection
// oriented events occur. These events are defined in Game, Task and Central
// connection classes.
connectToMessage("CentralConnectionOpened");
@@ -252,7 +252,7 @@ void DatabaseProcess::run(void)
// TODO: sleep longer if idle
if (shouldSleep)
{
Os::sleep(1);
Os::sleep(3);
}
NetworkHandler::dispatch();