- Joined
- Sep 2, 2011
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@Setffchef awesome work!!!
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Join Today!I'm wondering if you will add API Documentation, Class Documentation and also release those Software Artifacts for common public.
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Think you are planning to much and hoping too much that the community is going to contribute to your project which in all honesty is quite unlikely to happen.
Ofcourse I hope you will proof me wrong but I think this wont be completed or even get to a stage thats production ready.
Goodluck though.
Now lets say that suddenly 400 people want to enter a single room. The other 9 rooms still works optimal, but what about that one room with 400 people more in it? Suddenly that one actor has to process allot of messages. And eventually resulting in lagg, because, as of how actors work, they process messages one by one.
Think you are planning to much and hoping too much that the community is going to contribute to your project which in all honesty is quite unlikely to happen.
Ofcourse I hope you will proof me wrong but I think this wont be completed or even get to a stage thats production ready.
Started to work on the entity walking functionality. I'm trying to avoid a game loop and use a scheduler instead
Got a simple implementation done. Sometimes though, it looks like it's stuttering at a walking speed of 490ms-510ms per tile. There are old-school servers that set a speed of 470ms.. Which one is right? (or does it need a consistent 500ms?)
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Cheers,
Steve Winfield
I'm trying to avoid a game loop and use a scheduler instead
ExecutorService::ExecutorService(int threads, std::chrono::milliseconds duration) : duration(duration) {
for (int i = 0; i < threads; i++) {
if (this->running) {
this->threads.push_back(new std::thread(&ExecutorService::tick, this));
}
}
}
void ExecutorService::tick() {
while (this->running) {
std::shared_ptr<Runnable> runnable = this->tasks.pop();
if (runnable != nullptr) {
std::this_thread::sleep_for(this->duration);
runnable->run();
}
}
}
This is already implemented (behind the scenes) by Akka as we're dealing with the actor model.Once that task is chosen, it will block that thread until the task is completed..
Just wondering are going to support the Habbo V1 version? AFAIK it dates back to 2002.