Talking to server bug?

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This topic has 2 voices, contains 5 replies, and was last updated by  John 2590 days ago.

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May 14, 2012 at 6:55 am #254


I just sent a message in a game (to Alexei L as it happens) and the game stuck on the ‘talking to server’ animation for several minutes.

Eventually I minimized the app and restarted. This time the animation stopped after a second and the message was not only sent but there was a reply.

Not sure if it’s because I have a silly number of games on the go but I do seem to be spending a lot of time looking at that animation.

May 14, 2012 at 7:04 am #255


If this is any help I counted the times the animation runs from starting/restarting the app until it becomes responsive. It was about 35 times (that’s the blue blob going all the way around). I think it’s about one second per revolution.

That’s a long wait for a mobile app.

May 14, 2012 at 8:55 am #256


Thanks for the information John

We are aware of a bug in Gobang which results in the game showing the spinner perpetually when sending a chat. However we thought we had fixed it for 1.5, can you let us know which version of the client you were running? (Its in the options screen)

The load time at start up that you counted is unrelated to that bug but is directly related to the number of games you have in your list. As one of our most active players you do have a larger that average number of games, but none-the-less we are looking into optimising the amount of data you need to exchange with the server. Or at the least ways of mitigating this wait.


May 14, 2012 at 9:20 am #257


I’m on 1.5

I’m no expert on this stuff but presumably it must be possible for the game to check in with the server and receive back a list of incoming turns/messages which should be near enough instant if there’s nothing new incoming?

Currently the delay happens every time which would suggest the client is polling every active game or downloading the status of all active games each time.

May 14, 2012 at 10:33 am #258


Hey John,

You’re right, each time the app is brought to the foreground we do a full match retrieval, which brings to your device all the information about your games list. The reason we do this is data-integrity across multiple sessions (across multiple devices). This is necessary so that we actually can use partial match retrievals within a session safely across multiple devices.

Now that we are happy with the functionality, we are now looking into optimising the data which should ease the load on your games list ;)

May 14, 2012 at 2:14 pm #259


Right, makes sense.

Perhaps the client could return a datestamp (or some unique ID) relating to it’s last full sync. If it matches, the server would only need to send changes rather than every game.

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