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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
- Thread context:
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??, (continued)
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Matt Chatterley matt#mpc,dyn.ml.org, Sun 22 Mar 1998, 12:44 GMT
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Joel Dillon emily#cornholio,new.ox.ac.uk, Sun 22 Mar 1998, 12:50 GMT
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Matt Chatterley matt#mpc,dyn.ml.org, Sun 22 Mar 1998, 13:40 GMT
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Joel Dillon emily#cornholio,new.ox.ac.uk, Sun 22 Mar 1998, 13:55 GMT
- Another recruit for the list?,
Joel Dillon emily#cornholio,new.ox.ac.uk, Sun 22 Mar 1998, 15:29 GMT
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
J C Lawrence claw#under,engr.sgi.com, Mon 23 Mar 1998, 20:38 GMT
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