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Two questions (FilteringEnabled)

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MakeLotsOfMoney is not online. MakeLotsOfMoney
Joined: 02 Jan 2016
Total Posts: 156
07 Feb 2016 10:42 PM
1. Has anyone done any benchmark testing on the ""lag"" created by packet type checking server-side?

2. Could you make FilteringEnabled MORE network efficient than normal ROBLOX by sending data better than perhaps ROBLOX is? For example:

Normal (not sure if this is how it'd work): CFrame call client-side. Replicates to other clients without filtering.

FilteringEnabled efficiently: Send an identifying letter as the first byte and the rest would be only the absolutely necessary data rather than a whole CFrame, and reconstructing the CFrame client-side.


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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
07 Feb 2016 10:45 PM
FE pretty much just stops most things from the client being automatically replicated to the server. Theoretically this would mean less network overhead but I don't know Roblox's internals enough to argue about it.

When you do a CFrame call client-sided, that new CFrame only exists on the client, it won't be replicated to the server. However if you change the CFrame property of some part (assuming FE=false here) then it will replicate that change to the server, which would in turn change it and replicate it back to all the clients.
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MakeLotsOfMoney is not online. MakeLotsOfMoney
Joined: 02 Jan 2016
Total Posts: 156
07 Feb 2016 10:47 PM
Yeah guess someone who knows internals would need to answer this.

Clarification to the OP: I mean what I'm trying to figure it out is whether or not ROBLOX internally is sending more complicated data than I could get away with when using filtering if I had a minimalist system going on.


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gergy008 is not online. gergy008
Joined: 16 Mar 2008
Total Posts: 7039
07 Feb 2016 10:48 PM
I've experienced the lag first-hand.

When I made my custom chat, a user would send the message to the server. The server would send the message to the clients. The clients would filter the message through the server, using the filtering options on that account independant of the others, then finally be sent back to the client to be displayed.

Good 1000ms-1200ms when you're living in the UK connecting to servers in the US.
I scrapped that idea.


Play today! So much fun the more people that join: http://www.roblox.com/games/2047642/NEW-Build-A-Fortune-v0-9-6-Fixes
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MakeLotsOfMoney is not online. MakeLotsOfMoney
Joined: 02 Jan 2016
Total Posts: 156
07 Feb 2016 10:48 PM
@cnt

I know that but here's what I mean.

It's still "replicating" without filtering, it's just replicating all changes. My question is when it's replicating all changes, is that system sending more than the minimum amount of data necessary to tell clients what to do?


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