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News Cerberus X v2017-10-24 released!

Also ran 50 requests with 5 users in parallel (via performance test tool jmeter) hitting the server for one of the files:
Is OLD = Old CServer and New = new CServer? Both under new Cerberus release?
 
The build configuration is release and all symbols should be stripped. Any size increase would be down being compiled as a 64 bit executable.

@muruba: Are you seeing the same thing in Linux?

Tested just now - linux is ~5 seconds (07/31) release vs ~8-9 (10/24) release. Could not get previous (07/31) release as fast as windows for whatever reason. Probably just the slower hardware...
 
As a proof it is not template or font changes I serve the compiled game from Tomcat HTTP server, performance is per previous CX release (07/31):

upload_2017-10-25_23-0-57.png
 
Yes, old - 07/31, new -> 10/24 releases
So....

OLD = old Cserver under Release 2017-07-31
New = new CServer under Release 2017-10-24

Ok, then I have to test this myself. Means testing the old and new cserver under the new release. This way we can eliminate if it is cserver or that we have to look into other changes (Your template or my mojo DrawText changes).
 
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Hmm haven't checked yet, but when it's only cserver then it shouldn't be an issue as the final HTML5 app will be on a real server anyway?
 
Yes! No biggie, just a bummer during development, so got used to instant load times :)
 
@muruba: Are you seeing the same thing in Linux?

The cserver_linux executable in versions 7/31 and 10/24 didn't change so there should not be any performance difference, right?
 
Linux: ran a perf test on my ubuntu to see if anything else might have contributed to the html timings but both releases show very similar performance.
7/31

1k requests ~565 ms average


10/24

1k requests ~533 ms average

upload_2017-10-26_9-46-9.png
 
For those frustrated with HTML target start-up times I got a quick hack

Ok I tried to look at cserver to improve performance but frankly I am out of my depth and this socket/Async stuff is not something I understand.

Instead I created a lightweight drop-in replacement that doesn't do anything but opens a project in Chrome browser which is good enough for me and is very fast in Windows and Linux as you would imaging as it doesn't really do anything apart from starting Chrome and pointing it at your game:

1. Works only with Chrome. If you want any other browser you need to change the source and recompile: https://gist.github.com/IvelleGames/38f3f0cd0a6b63301ef7c62b3d8cb51f

2. Chrome needs to be closed before first time opening a project from Ted. If clicking F5 opens a browser but the game doesn't start, close all chrome windows and do it again. The reason for it is that chrome doesn't want to serve local files due to security concerns so we force him to do it - and it requires a restart.

Download EXE file here (8kb - oh yeah, baby) and put into Cerberus/bin folder replacing the original file.

Hope someone finds it useful :) Now back to real work :)


Edit: There is another thing I noticed with this release - when Ted or Mollusk get stuck after F5 on HTML target (after opening browser) and next time you click F5 nothing happens - you need to stop the build and try again. So my hack also eliminated those things for me.
 
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There is another thing I noticed with this release - when Ted or Mollusk get stuck after F5 on HTML target (after opening browser) and next time you click F5 nothing happens - you need to stop the build and try again
They probably need updating to force the current running process to stop before a rerun. I believe JungleIDE does this automatically.
 
@Martin: I've knocked up an experimental build for Windows for testing and will add a MacOS 10.11.6 version later.
There are some major changes to the directory structure, OpenAL Soft has been removed. Transcc now executes a batch file to generate links to where OpenAL should be installed on the system. So the end user has to have OpenAL installed (I used the one from https://www.openal.org). Note that libcurl is not included.

I've not uploaded anything to github yet until the Visual Studio stuff is sorted out and I've got the icon builder working for Windows.

Edit: Don't merge any of this into github.
 
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