data mingling

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13 comments, last by Jeremiah 24 years, 2 months ago
This question relates to your other question Jeremiah. Thinking of the single process responses you might want to use the message queue style. If you have a client that is more important than another client you could always add priority to the queue and use a priority queue instead of just a plain queue. Any basic algorithm book should have priority queues detailed in them. When you program using a message queue make sure that you select() is timing out. You would not want your code to hang in the middle because your sitting there waiting on a client socket that is never going to answer.

Kressilac
ps Again I point to either the links mentioned here or a good MUD. MUDs are free source and usually have tried algorithms for handling sockets. Many muds handle up to 500 players at a time as well and probably could easily handle many more.

pps Where are you from in KY. I am from Louisville.

Derek Licciardi (Kressilac)Elysian Productions Inc.
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I'll have to go check through some MUD source then. =)

that should definately help in my chat server I am going to create. Another thing though, is that my AI World will need to send roughly 15 [1K each] a second to EACH client.
thats 15K/sec, and Im not sure if thats possible under a 56K modem. or whether the server can handle that much bandwidth and processing.

[btw I am from the Elizabethtown area]

Edited by - Jeremiah on 2/10/00 10:45:46 AM
http://fakemind.com
You can usually find ways to minimize bandwidth requirements. You will also have to test it and as you get familiar with the speeds you are getting and lag, etc., etc. you will be able to program for the networking conditions you are facing. A lot of times bandwidth issues are trial and error.

Kressilac
Derek Licciardi (Kressilac)Elysian Productions Inc.
You probably already know this, but you should _only_ send data that the client cannot figure out himself. For example if a character is walking in a straight line you only need to tell the client that once. After that the client can figure out where it will be at a later time, given that it nows the speed of the character.

There is an article on either this site or Gamasutra regarding statistical prediction for use in dead reckoning which is what the post by spellbound is getting at.

Kressilac
ps Apply the only-send-what-is-needed attitude all the time and you will inherently minimize some of the data you are sending.

Derek Licciardi (Kressilac)Elysian Productions Inc.

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