> 2533274873625357;7:
> My DEV team could have this fixed in 2 hours EASY !!!
I don’t think your dev team has faced half the amount of requests for your whatever developed software Halo MCC has. I pointed out some algorithmic problems in some other topic which I believe can be part of the cause.
> 2533274825415914;13:
> Bump this guy actually knows what hes talking about…
Yes. Because all networking issues can be remotely diagnosed by someone who did not design the system, did not program the system, and has never seen the system. Also, whenever you have a database issue, the comment “SQL database could be freaking out” provides a universal solution, “fix broken dev code in connectivity” yields instantaneous programming, disaggregating gametypes within a playlist is a mere checkbox, and “make downloadable patch as necessary” consists entirely of a voice command to Hal9000.
> 2533274971476153;16:
> > 2533274825415914;13:
> > Bump this guy actually knows what hes talking about…
>
>
> Yes. Because all networking issues can be remotely diagnosed by someone who did not design the system, did not program the system, and has never seen the system. Also, whenever you have a database issue, the comment “SQL database could be freaking out” provides a universal solution, “fix broken dev code in connectivity” yields instantaneous programming, disaggregating gametypes within a playlist is a mere checkbox, and “make downloadable patch as necessary” consists entirely of a voice command to Hal9000.
> 2533274971476153;16:
> > 2533274825415914;13:
> > Bump this guy actually knows what hes talking about…
>
>
> Yes. Because all networking issues can be remotely diagnosed by someone who did not design the system, did not program the system, and has never seen the system. Also, whenever you have a database issue, the comment “SQL database could be freaking out” provides a universal solution, “fix broken dev code in connectivity” yields instantaneous programming, disaggregating gametypes within a playlist is a mere checkbox, and “make downloadable patch as necessary” consists entirely of a voice command to Hal9000.
I agree with you. Everyone’s code is different, there’s literally no way to know what is wrong unless you are there working with them and have actually reviewed the code(which would take you days).
As much as you’re using big words, I doubt the source of this entropy in MM is caused by any of these issues.
Its most likely a result of concurrency across a global system, unfortunately its REALLY difficult to create mocking objects to simulate end users at this sort of level pre-delivery.
343 Wouldn’t be using an SQL database (at least I hope); at the minimum they would be using a noSQL db for the fast connectivity such as MongoDB.
As much as I agree that load balancing could cause issues, it wouldn’t in this sort of environment. Remember that on the serverside, all the servers are during is executing live code; the problem would probably come with the integration testing of that code, and the effects it has when spanned across a census the size of the Halo community.
.ini files… Really? I expect most of their system is bespoke and hard coded/obfuscated. The introduction of .ini files at a single point is a STUPID idea due to the concurrency problems it would introduce; any system architect would tell you this.
Ports and Firewalls have already been discussed, but NATTING and other networking is all managed by Microsofts dedis and your client system. NOT 343; the fact that other games work on XBL is proof that this most likely isn’t the issue.
Fixing broken development code is REALLY tricky and time consuming, especially when setting up a good test continuous integration system for this sort of system is going to be pretty much a project in itself.
Just let 343 do their job, I’m sure the developers know a lot more than you and most of the issues were probably unavoidable without live system testing.
Sources -
6 Years object orientated design and architecture.
2 Years CCNP level networking understanding.