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<H1>Re: [MUD-Dev]  Re: Client&lt;-&gt;mud compression protocol</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Re: Client&lt;-&gt;mud compression protocol</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 09 May 1997 10:20:10 -0700</LI>
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<PRE>
At 08:37 AM 5/9/97 PST8PDT, you wrote:
&gt; one of the things i dinked around with a couple summers ago
&gt;&gt;(MudX II) was the  concept of a multi-process mud. at the outset it was
&gt;&gt;little more than having  an external server fork a copy of itself upon a
&gt;&gt;connection, open a unix socket  to the mud, etc.etc.etc.


No nbo no, bad bad bad.

You have also described the primary reason Dark Sun Online currently only
supports 160 players. We TOLD them not to do this, they wouldn't listen,
and ended up with a crippled product.

Even in the best Unix full context switches are expensive.  Use threading
its a hell of alot cheaper.




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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: generic objects, behaviors</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00469" HREF="msg00469.html">Re: [MUD-Dev] Re: generic objects, behaviors</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 14 May 1997, 23:52 GMT
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<LI><strong><A NAME="00389" HREF="msg00389.html">Re: [MUD-Dev] Re: generic objects, behaviors</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 12 May 1997, 13:04 GMT
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<LI><strong><A NAME="00450" HREF="msg00450.html">Re: [MUD-Dev] Re: generic objects, behaviors</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 14 May 1997, 09:58 GMT
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<LI><strong><A NAME="00353" HREF="msg00353.html">Game easter eggs</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 10 May 1997, 03:59 GMT
<LI><strong><A NAME="00344" HREF="msg00344.html">Re: [MUD-Dev]  Re: Client&lt;-&gt;mud compression protocol</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sat 10 May 1997, 00:11 GMT
<LI><strong><A NAME="00342" HREF="msg00342.html">[MUD-Dev] Introduction</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Fri 09 May 1997, 23:50 GMT
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<LI><strong><A NAME="00412" HREF="msg00412.html">Re: [MUD-Dev] Introduction</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 13 May 1997, 03:10 GMT
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<LI><strong><A NAME="00444" HREF="msg00444.html">[MUD-Dev] Re: Introduction (Marian)</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 14 May 1997, 04:59 GMT
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<LI><strong><A NAME="00466" HREF="msg00466.html">Re: [MUD-Dev] Re: Introduction (Marian)</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Wed 14 May 1997, 22:37 GMT
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