cache information and click effects problem. (Wishlist)

cache information and click effects problem. // Wishlist

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data26

Jun 29, 2006, 11:34pm
I have a world.
I host it myself.
I ran into a problem when I have objects to click on and have a sound effect
once clicked.

Now since i host the world, evrything is 100% flawless for me.

But all others that click these obejcts, the sound is delayed to the point
that what im trying to do is pointless becasue it will only work right for
me only.
The reasion for this is clicks are sent over the internet to the server.
But since the sound is cached for them, it plays and the move effect is
delayed.

Now. when enter in off line mode, the browser reads all the information from
the cache.
They see the effects the same way i do this way due to it comming from their
PC.

So this brings me to the following request.
Make the cache store ALL information and not just some of it.
Stop makeing the user depend so much on the server after the world has
already 100% fully loaded.
Make on line used run just like the off line use and only download stuff as
new data is entered, for it to use the cache all the time unless the cache
dont have something.

jerme

Jun 30, 2006, 3:52am
See below...

[View Quote] Sounds like a good idea to me. I *thought* everything was already
cached, I guess sounds might not be?

> Stop makeing the user depend so much on the server after the world has
> already 100% fully loaded.

The reason the user depends on the server so much is for the "global
events". There's probably not going to be any way to get around that
one. The browser is always going to be dependent on the server for just
about everything.

> Make on line used run just like the off line use and only download stuff as
> new data is entered, for it to use the cache all the time unless the cache
> dont have something.

The English is a little spotty here, but if you're saying what I think
you're saying....

The cache is used all the time for requests that have not been cached.
In the world settings, there's a "cache timeout" function. After this
period of time, the object cache will be reloaded as needed. This is so
that updated files can be re-downloaded and incorporated into the world.

I'm not sure what differences you find between offline and online use...
but they'll never be exactly the same because offline use isn't
online... In offline mode, you'll never be able to download objects that
aren't cached or send/receive global events. I don't see how you could
make them any more the same than they currently are though...

-J

data26

Jun 30, 2006, 7:41pm
Here is an exampole of what im talking about.
go here and click the sign that says start.

AW
6925.29N 2265.20E 0.00a 326

if the mid file loads and plays out of sync with the animation of the
obejcts, just click the sign again and it will play correctly.

But, since you are not hosting the world on your computer, there will be a
delay and the animation will loose sync with the mid file.
you can see this about half way through it, its a little bit off.
Now if you did something much longer then that, it would be so far out of
sync if would look right.

Note: it will never run out of sync if you run the browser from the same pc
as the world server.

This is what i am talking about and should be fixed.

I say, if its cached, run the click from the cache not the server. only run
the click from the server if you set it as globle.



[View Quote]

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