A nugget of news here. All of them good
Firstly, to strengthen the moderation team, we’ve added two new members! They have been given the specific assignment to show a strong in-game presence. This should mean less reporting is needed and more immediate actions are taken. Of course, they will also be dealing with any reports sent in, so keep them coming!
Koya was chosen based on their active participation in the game as well as on the forums, excellent standing with the community, web-design skills, as well as theirlocation. Location is relevant in this case to cover more timezones.
Haii, I am Koya (previously known as BBMP & SQUADFS); I am 19, living in England and have been playing this game for almost 6 years after someone at school showed me it – at the time I didn’t realise how important this game would become to me.
Outside of EE my interests are longboarding, web development & designing.
The choice for Lrussell was made made based on his long-standing reputation and clear understanding of the rules, pre-existing experience with moderating, as well as useful development skills.
I’m 16 years old and from the United States. I remember finding EE on Kongregate around December 2010. I don’t build all that much but it’s definitely fun hanging out in-game. Bots are probably the biggest “thing” I got into, and most my programming experience comes from them. Now I’m working towards a career in Computer Networking.
Secondly, the long-term plan is to add a more transparent warning system to the game. This means each action has its own consequence worth a certain amount of points. After a certain amount of points, you will be banned for a certain duration of time. You will be notified of this warning and its contents to make sure you know what your warning and its potential consequences entail.
After a month, we have finally received word back from PlayerIO about the server issues! The gist of it is that they were extremely busy with a lot of customers, implementing their wishes, but have now had time for ours. Short answer: they’ve helped us fix the issue. Long answer for the tech-savy:
Internally in the client there’s something called the Unity Message Pump which translates internal client events to unity events (co-routines calls). This pump was yielding after each event, which could introduce delays when there are many of co routines competing for attention. In this case you had two things trying to get attention at the same time, the sending loop and the receiving loop, and this was doubled because of the two connections. Timing inconsistencies caused the delay to build up as you’ve shown.
We’ve made a modification to the message pump so it processes all outstanding events in one go, instead of yielding after each event. This seems to have removed the delay in your code.
Per request, the Summer Campaign will be back for 1 week (so until the 10th of October) because we didn’t notify you about its disappearance. Make sure you beat it while you can! The Spring Campaign was long overdue, so that will return next year.