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Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??



> You're going to need one ServerSocket per player, aren't you?
> 
> If I am correct in this assumption, there is no problem - you can use one
> thread to read from them, identifying connections by the socket they are
> connected to.

  The problem here is that you can't do nonblocking i/o in Java. So
while you were waiting for input from 1 player the others would all be
blocked ;)
 
> If not, you can either use one thread/socket, and require a custom client,
> which attaches an identifier to data sent (possibly using something like
> DataGramPacket, where one part of the packet is the identifier), or just
> use one thread per player - this doesn't seem overly excessive to me. :)

  Exactly. Threads are a lot cheaper than processes ;)

	Jo





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