[MUD-Dev] Collecting ideas for a MUD server... (fwd)

Rahul Sinha rsinha at glue.umd.edu
Thu Dec 23 15:01:19 CET 1999

On Thu, 23 Dec 1999, J C Lawrence wrote:

> On Thu, 23 Dec 1999 04:11:57 -0500 (EST) 
> Rahul Sinha <rsinha at glue.umd.edu> wrote:
> > The threads process queued commands coming from players, then
> > block until the next tick strikes.
> Why tick based?  Why have any sort of fixed polling loop?

? no polling involved; select() doing that, no the ticks are just to
provide for various zones not getting desynced.  Ideally you don't
timetravel when you walk from Bogosville to Bogoton ;-)

(hmmm prob another thread to select off the eventd <--> SSC connections.

question, for that many connections, would UDP be a better idea than TCP?
one way or another, eventd will be monolithic, no concurrency, so then you
have 100+ sockets open... blech)


	Rahul Sinha
Computer Science/ Government,
University Of Maryland College Park
AIM: qui dire	ICQ: 9738191	(301)935-5542

MUD-Dev maillist  -  MUD-Dev at kanga.nu

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