Its not worth having it out on this. Needless to say there's a very long list and argument behind this. Furthermore this is not true multithreading this is queuing. All you are trying to do is spread out the load so the queue isn't as long.
The trigger "add to action queue" and "clear action queue" would probably be more useful for such a system since, although I don't know for certain, may not involve initializing another trigger.
The problem is a very 'brilliant' decision on Blizzard's part.
If you are using a trigger it fires on all computers. So a single move trigger also fires on all computers (I did talk to a Blizzard dev about this). Since all of these have to register and sync with the central server (due to running on each computer at the same time).
Now I'm not sure about this but I think the game thinks that it is the same instance of that trigger even though its running on 8 different computers. So syncing plus the forced 250ms latency (beyond the 150ms FPS limit) that can cause issues.
In addition only one instance of the named trigger will run at any one time.
To make matters worse while some listeners require extra network communication others do not. When you press a key it has to start that trigger for all players. I don't recall a method to force a "local" trigger that only affects that player.
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@DogmaiSEA: Go
Its not worth having it out on this. Needless to say there's a very long list and argument behind this. Furthermore this is not true multithreading this is queuing. All you are trying to do is spread out the load so the queue isn't as long.
The trigger "add to action queue" and "clear action queue" would probably be more useful for such a system since, although I don't know for certain, may not involve initializing another trigger.
@staminized: Go
The problem is a very 'brilliant' decision on Blizzard's part.
If you are using a trigger it fires on all computers. So a single move trigger also fires on all computers (I did talk to a Blizzard dev about this). Since all of these have to register and sync with the central server (due to running on each computer at the same time).
Now I'm not sure about this but I think the game thinks that it is the same instance of that trigger even though its running on 8 different computers. So syncing plus the forced 250ms latency (beyond the 150ms FPS limit) that can cause issues.
In addition only one instance of the named trigger will run at any one time.
To make matters worse while some listeners require extra network communication others do not. When you press a key it has to start that trigger for all players. I don't recall a method to force a "local" trigger that only affects that player.