Does MUD Game Server use windows completion port to gain high performance? Thanks!
Does MUD Game Server use windows completion port to gain high performance?
Thanks!
[edited by - lythm on July 26, 2002 11:07:34 AM]
I''ve worked on a few MUDs in the past, but I ran them on UNIX servers. They would compile fairly easily on Windows, so no, they only used WinSock with the BSD-style interface. There may be some newer MUDs using IOCP on windows, but MUDs are traditionally a more UNIX-ish endeavor. If you decide to run a MUD on Windows, IOCP is probably the best way to.
Thank you!
I am a newbie on MUD programming, and could you please tell me how many clients will connect to the sever concurrently usualy?
I am a newbie on MUD programming, and could you please tell me how many clients will connect to the sever concurrently usualy?
I suggest you play a MUD before you try to run a MUD. That way, you will know the answer to your last question.
Games like Medievia and Realms of Despair typically have 200-400 players online simultaneously, when I last checked. The more common mud would have between 10 and 50. 99% of MUDs are done using blocking sockets, with select() to only read and write to the ones that are available, using local in and out buffers to store data in the meantime.
[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost | Asking Questions | Organising code files ]
Games like Medievia and Realms of Despair typically have 200-400 players online simultaneously, when I last checked. The more common mud would have between 10 and 50. 99% of MUDs are done using blocking sockets, with select() to only read and write to the ones that are available, using local in and out buffers to store data in the meantime.
[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost | Asking Questions | Organising code files ]
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