Sure, but apart from not saving stuff, I don't think there's a lot to be done here. Although I admit I don't know how optimized save/load is. Maybe it could be made faster by using faster but less efficient compression. zstd for example has more options for very fast compression than zlib. For other code parts, I can't tell about optimization.ssilk wrote: βSun Nov 07, 2021 6:18 am More than 300 mb. And now when I think about it, it was just so slow when I updated the mods or a new version did came out - so that the game needs to filter every single tile. In normal case load took about 20 seconds, save perhaps 60. When updating it could take 2-10 minutes. And because I thought save cannot be faster than load I added this 2/3 ratio to the save. I should be more careful with those numbers. But what I want to say is, that multiplayer is not the only problem when we talk about load/save.
Eh, for someone with source access it probably takes only a few weeks to whip something up and get some ballpark numbers. Unfortunately, I'm not part of that group, so I have to continue speculatingssilk wrote: βSun Nov 07, 2021 6:18 am About speculation what the best method is: useless discussion.
I repeat: it is much too complex to say method x is the best. To be sure we need to program a simulator which uses the internal routines, simulation of network bandwidth/errors, simulation of some hardware and need to think about how to divide the behavior of the simulation from the results. Fun for more than a year in a team of minimum 4 full-time developers.