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

J C Lawrence claw at kanga.nu
Fri Dec 24 12:47:04 New Zealand Daylight Time 1999

On Thu, 23 Dec 1999 15:01:19 -0500 (EST) 
Rahul Sinha <rsinha at glue.umd.edu> wrote:

> 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:

>> 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 ;-)

Why use a polling loop to update the unoccupied areas, when you
could instead leave them stagnant and then merely calculate the
actual state as of that time when a player comes along?

> 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)

Make sure you read up on the thundering herd problem etc.  You can
find a few useful links in the Library at Kanga.Nu under:


with Dan Kega's "The C10K Problem" also being of interest.  If
you're developing under Linux, you may also want to look into the
asynch IO motions that have been happening (I haven't had the chance
to follow them myself), which appear to have replaced the earlier
efforts toward event queues.

J C Lawrence                                 Home: claw at kanga.nu
----------(*)                              Other: coder at kanga.nu
--=| A man is as sane as he is dangerous to his environment |=--

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