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10239: Re: [MUD-Dev] Multi-threaded mud server.
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From: Ross Nicoll <rnicoll@lostics.demon.co.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 28 May 1999 20:02:35 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On Mon, 17 May 1999, Travis S. Casey wrote:
> > Sorry, this is me not explaining what I meant very well, I think. As I
> > understood it, most MUDs allocated a new thread per user. However, your
> > later suggestions do seem definately better than mine...
> As far as I know, most muds are single-threaded -- all LP servers that I
> know of are, and I think most Dikus are as well. Giving users threads
> does seem to be something that a lot of new mud servers do, though.
Certainly Dikus were single-threaded last time I checked, but apparently
MudOS is multi-threaded.
> > An interesting idea, but I think it would require too much inter-process
> > communication, and in particular may not load balance very well...
> Hmm? This would require *no* interprocess communication -- all the
> threads are in the same process.
*nods* did a very, very silly comp sci course, sorry... I know better now
:)
> Load balancing between threads is only an issue if you have multiple
> CPUs (otherwise they're all sharing the same CPU anyways), and even
> then, it should be the OS's job to balance things out (e.g., running
> multiple low-usage threads on one CPU, while a high-usage thread might
> get its own CPU).
*nods* still, helping it out would be a good idea I thought...
> I'm not sure what you mean by "players would have to be moved between
> threads." Players aren't *in* a thread -- they're data structures which
> belong to the process as a whole. Different threads would access those
> data structures, but that doesn't involve any "moving" of the data
> structures.
Comp sci again. I'm going to have to hurt the lecturer :)
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