2012-03-28
2012-03-28
Zero Percent Game Dev - More combat! Backtracking to mail!
So I'd noticed (in Chrome's super handy F12 debug tools) that the returns from the mail refresh code was way bigger than it should have been. We're talking whole kilobytes here. That's way too heavy for a simple 'nothing to report'. Turns out it was passing every message, every time, even though I had it set up only to return newer messages, like how chat and now combat work. Anyways, I tracked it down and fixed it. Now it's right back down to ~350B, which is still higher than it probably needs to be... But to whittle further I guess I'd have to do away with such handy standards as headers and proof that you're logged in. I know we're living in the future, but there's no reason to let something like that go. What happens if somebody logs in on a smart phone and just stays logged in for a really long time? It would take hours to add up to a megabyte (give or take depending on how active that player is), but when you're on a bad plan, that can be a lot. It may be unnecessary, but I feel more comfortable now.