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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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SeiryuEnder

Server Exception Handling

3 posts in this topic

Hi,

I'm currently researching exception handling, and will be implementing it on a heavily threaded game server in the near future.

Here is what I will need:[list]
[*]Safely unwind stack, high server stability
[*]Low overhead
[*]Works well in a highly threaded architecture
[/list]
While I am researching and have used EH before, I haven't gotten very in-depth with it and am not yet very familiar with what happens under the hood. Are there any red flags I should know about, any good book references for this sort of thing, or any ideas about how I can more effectively implement EH rather than just toggling some /EH_ flags? I realize this thread is a bit open ended, the problem I suppose is that I don't yet know what questions I should be asking and hope to pick the brains of those more experienced with this sort of thing.

Thanks~!
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[quote name='Hodgman' timestamp='1351067118' post='4993359']
Some questions -
What language are you using, what are you using exceptions for, what are you using threads for?
[/quote]

The thread has a C++ tag, now theres just 2 questions left :)
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[quote name='Hodgman' timestamp='1351067118' post='4993359']
what are you using exceptions for, what are you using threads for?
[/quote]

Sorry, didn't have much time last night.

Our server is using a thread pool, when we receive a network request we assign a thread to handle it. This can include sql queries, movement updates, game objectives, etc.

Ideally our exception handling will be as comprehensive as possible so as to quietly handle any soft hardware or database failures. At the very least it will be used to resolve external problems. It'd be nice to use asserts to fix any programming errors and EH to handle any external problems, however due to the nature of servers we prize stability over all else. An offline is 0% efficient, so we're willing to sacrifice some performance while we fix the broken things.
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