Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Imma steal the jackpot idea. Huehuehue
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
Wotsuba
I like how you use background timers instead of threads +1.
But I feel like you could cut down your timer instances to 1 by proving the user with 1 specified timer per session, using System.Threading.Timer.
It's better than the RP emulators released here before, I'll give you that.
This made no sense
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
Jonteh
if you wanna cry exploits, please remember its open source and you can just stfu about it and fix them yourself if there are any crap like my name hardcoded into the emu. i coded it for me, not you.
Best part.. <3
So true :D
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
The General
Imma steal the jackpot idea. Huehuehue
Please do! The entire reason of this being released is so the people who are stealing my features can go to hell, because now everyone has them :]
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
TheEdit0r
This made no sense
It does, I meant System.Timers.Timer by a background timer and then I suggested to use 1 thread per timer grabbing said thread from a ThreadPool.
If you thought it made no sense, then you clearly don't understand it. (whoever liked his troll comment)
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
Wotsuba
It does, I meant System.Timers.Timer by a background timer and then I suggested to use 1 thread per timer grabbing said thread from a ThreadPool.
If you thought it made no sense, then you clearly don't understand it. (whoever liked his troll comment)
You should only make as many threads as you have CPU cores...
https://msdn.microsoft.com/en-us/lib...51(VS.85).aspx
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
Quackster
Yeah but that's why you'd use a ThreadPool (collection of reusable worker threads) instead of running 10K timers in the background which will certainly affect the execution time for the code in the main thread.
If the main thread gets stuck executing other code then your timer(s) will lag.
So that is why using a ThreadPool Thread for each Timer per Session would improve performance. This is what I mean by that.
Thread newThread -> The code that is being executed.
while true ->
check for cooking
check for taxi
check for others
<-
<- Thread is running.
User disconnects? Thread goes back into the thread pool after safely disposing.
Another suggestion would be creating a raw thread and separating the users individually using a "foreach" statement, then do exactly the same thing demonstrated above. (Which Butterfly already does in it's GameClient Cycle, so you can take advantage of that?)
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Define 'stable'.
By my defenition it's a bulletproof loosely coupled architecture. If one piece breaks down the whole emulator doesn't go down with it. I don't see such an architecture here, this is just another uberEmulator based piece of garbage that has everything tightly coupled, if one thing breaks, everything breaks.
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
Quackster
Too bad the JIT compiler / VM also uses several threads so this logic doesn't fully apply to managed languages such as C# and Java.
- - - Updated - - -
Quote:
Originally Posted by
Wotsuba
Yeah but that's why you'd use a ThreadPool (collection of reusable worker threads) instead of running 10K timers in the background which will certainly affect the execution time for the code in the main thread.
If the main thread gets stuck executing other code then your timer(s) will lag.
What you're saying is not fully true. What if your main thread hangs which the ThreadPool relies on? If you main thread hangs, you have an shitty system.
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
@Wotsuba No my friend, you don't understand what you're talking about... your methodology is completely wrong.
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
Hoshiko
Define 'stable'.
By my defenition it's a bulletproof loosely coupled architecture. If one piece breaks down the whole emulator doesn't go down with it. I don't see such an architecture here, this is just another uberEmulator based piece of garbage that has everything tightly coupled, if one thing breaks, everything breaks.
STABLE being up for 30+ days with 400+ users concurrently.
If one thing breaks, it doesn't all break. Try using it and you'll find out. But hey, you're PEhump and you just post garbage on everything. The only thing you ever made was a SWF pack anyway.
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Looks amazing to see you share stuff with the community. I think people could steal some features from it or just maybe improve the server.
Great Job @Jonteh . I'm getting the last weeks in love with you for your recent releases and developments ;)
Keep the good work up :D
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
Sir Jamal
Looks amazing to see you share stuff with the community. I think people could steal some features from it or just maybe improve the server.
Great Job @
Jonteh . I'm getting the last weeks in love with you for your recent releases and developments ;)
Keep the good work up :D
I've been sharing for years! I just stopped for a while due to the amount of trolls on here, though I figured why let that stop me.
I plan to keep releasing basically everything I code, because I won't always be here and I'd like to pass on knowledge to the next batch of developers the community gets.
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
I have some problem. Emu load perfect but when I enter the client, I keep reloading
Re: [REL] RavenRP - Most Advanced & Stable RP Emulator
Quote:
Originally Posted by
The General
Too bad the JIT compiler / VM also uses several threads so this logic doesn't fully apply to managed languages such as C# and Java.
- - - Updated - - -
What you're saying is not fully true. What if your main thread hangs which the ThreadPool relies on? If you main thread hangs, you have an shitty system.
The OS handles which threads go to which core, but thread creation (within the code) should still be limited to how many cores the processor has.
Even though those languages are fully managed it's still good practice.