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.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.
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.

(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... )
Hey, no rush, we're patientTsar Hoikas wrote:I should really finish writing that replacement for DS...
