Here's what I think is happening with the servers.
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@joshq00_psn said in Here's what I think is happening with the servers.:
The real solution would be have more server interactions - best case you don't lose an at bat or a strikeout. Not to make it difficult to get your progress to save on number of requests made. Solving the scalability problem is more pressing than finding ways to make fewer interactions
There are server interactions after every AB. That's why dashboard HR don't register but the previous SB does.
Two clients are sending data when the game gets dashboarded. Reconciliation occurs and defaults to the last event validated on both clients. The previous AB.
There used to be issues last year not noticed by the community. Sometimes client A would send an error, client B a hit. Also the instance where a run would score when an out was made at a base concurrently when advancing a runner. You'd win 3-3. The opponent would show a 4-3 loss and vice versa.
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@hoboadam_PSN Is this gist of this that the game is coded in such a way that the computational cost of it's processes far outpaces what the servers can handle?
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@hoboadam_psn said in Here's what I think is happening with the servers.:
@joshq00_psn said in Here's what I think is happening with the servers.:
The real solution would be have more server interactions - best case you don't lose an at bat or a strikeout. Not to make it difficult to get your progress to save on number of requests made. Solving the scalability problem is more pressing than finding ways to make fewer interactions
There are server interactions after every AB. That's why dashboard HR don't register but the previous SB does.
Two clients are sending data when the game gets dashboarded. Reconciliation occurs and defaults to the last event validated on both clients. The previous AB.
There used to be issues last year not noticed by the community. Sometimes client A would send an error, client B a hit. Also the instance where a run would score when an out was made at a base concurrently when advancing a runner. You'd win 3-3. The opponent would show a 4-3 loss and vice versa.
Exactly. Dashboarding only works within a few seconds and the only reason it can't be recorded immediately when the game determines the outcome is because there's possibility for it to be stolen. You get updates on each move your opponent is making in the outfield. The servers need to handle every action (think of a FPS where every bullet, turn, movement have to be communicated real time). Horizontal scalability was an afterthought, yet again, and it's what's needed to handle scale. These aren't mainframe days, these require real-time messaging with post processing and scalability. It's not about finding where you can cut down on information
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@duiaintez_psn said in Here's what I think is happening with the servers.:
@hoboadam_PSN Is this gist of this that the game is coded in such a way that the computational cost of it's processes far outpaces what the servers can handle?
Not at all. Game works great. The demand is greater than anticipated.
You only have so many lanes for traffic and so many toll booths etc. This isn't a hardware issue either. The current day issues, are them working on streamlining the lanes so they move as many cars through the toll booth as possible.
Mechanically, you can't throw additional hardware or bandwidth at this issue. At least my suspicion.
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I won't even pretend to understand a word of what you guys are talking about, but I would assume that they've either already tried a lot of these suggestions and it didn't help, they're in the process of trying them but it's slow going because they can only shut down for short periods at a time, or there are other possible fixes not mentioned that they're working their way through first.
For people griping about the supposed lack of communication from the devs, my guess is that the reason for the generic "We're aware of the issues" statements is because a more honest answer would be something like "We have no idea how long it'll take to figure this out" and getting that response would just cause the community to riot even more than they already are.
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Yesterday, they admitted to having a database issue.
https://twitter.com/MLBTheShow/status/1387536895328931841?s=19
At least I'm not losing my mind.
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SDS - "We don't need a QA team for our software..... that is what we have users for. They pay us to be our game testers."
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As somebody that has programming experience, often when you are too close to the issue, it's hard to figure it out. Jigsaw puzzles are the same.
Things have been pretty solid today. See you guys around 8:10 EST and hopefully nobody is around because we're all playing MLB.
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@hoboadam_psn said in Here's what I think is happening with the servers.:
As somebody that has programming experience, often when you are too close to the issue, it's hard to figure it out. Jigsaw puzzles are the same.
Things have been pretty solid today. See you guys around 8:10 EST and hopefully nobody is around because we're all playing MLB.
...and performance/load issues are always the hardest to fix, and often left until the end of the release....to squeeze out the numbers as much as possible so they can "theoretically" achieve the performance numbers that marketing said the product could achieve.
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@hoboadam_psn said in Here's what I think is happening with the servers.:
Things have been pretty solid today. See you guys around 8:10 EST and hopefully nobody is around because we're all playing MLB.
Steak Night at Cabo's Clear Lake with the wife. While I won't be on, I'll have Baseball on TV's.
Cheers.
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