As someone said earlier in the thread, perhaps it would reduce our frustration if we would just leave when too many people are there, and look for other work - although that doesn't help much when others are hired after us.
Also musings on the concurrency/perf from a dev perspective... I don't know how it's set up serverside, but would a byte map of the squares (with flags for plowed/harvested states), kept in memory for active farms, with monitor locking for operations, take care of concurrency collisions? Or maybe it's shared state between servers in a server farm that is at issue? Also does any batching happen in the client/server communications?
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