Tsar Hoikas wrote:The DS architecture is easy to understand and fairly straightforward to code. That being said, it's not a good representation of how to design a highly concurrent server. You'll want to study up on things like epoll/kqueue and IoCompletionPorts. IME there are plenty of wrappers to handle that low level stuff, like libuv.
That doesn't surprise me, after all fanmade Uru Shards generally don't require highly complex MMO servers given the average number of players, so I guess a few shortcuts were taken for simplicity's sake.
Either way, I'll definitely have a look at those terms you wrote. It might be fun to try and make a smallish custom server for my Unity project, and I would love to try to code something that is both efficient and properly thought out. (Or at least, semi-efficiently-thought-out, depending on my skills).
(Trivia time: my job as software developer somehow always ends up with me having to replace some guy/company who left a project and continue working on the code they started. And oh boy, the code I have to work on... Duplicated spaghetti functions everywhere, barely any inheritance, no architecture, horrible performance, etc. So yeah, currently I have this passion for clever architecture design... )
Tsar Hoikas wrote:I should really finish writing that replacement for DS...
Hey, no rush, we're patient May I ask what "fus" stands for ?