Async-mmocore

Alvaro Vasconcelos

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Хроники
  1. Prelude
  2. Chronicle 1: Harbingers of War
  3. Chronicle 2: Age of Splendor
  4. Chronicle 3: Rise of Darkness
  5. Chronicle 4: Scions of Destiny
  6. Chronicle 5: Oath of Blood
  7. Interlude
  8. The 1st Throne: The Kamael
  9. The 1st Throne: Hellbound
  10. The 2nd Throne: Gracia
  11. The 2nd Throne: Freya
  12. Chaotic Throne: High Five
  13. The Chaotic Throne 3: Goddess of Destruction
  14. Goddess of Destruction Awakening
  15. Goddess of Destruction Harmony
  16. Goddess of Destruction Tauti
  17. Goddess of Destruction Glory Days
  18. Goddess of Destruction Lindvior
  19. Goddess of Destruction Epeisodion / Valiance
  20. Dimensional Strangers
  21. Infinite Odyssey
  22. Helios
  23. Grand Cursade
  24. Salvation
  25. Fafurion
  26. Prologue: Prelude of War
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Async-mmocore
The Goal

The Async-mmocore is primary designed to Massive Multiplayer Online (MMO) Game Servers. The Goal of the Async-mmocore is to provide a easy way to handle MMO connections to a server abstracting the networking layer complexity.

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Hello, i saw your project several months ago. Great work, but:
As i know it is a not a best way to use non blocking IO for low load applications.
When you trading job between threads(steal job) you lose performance in notifications on every select, read, write operation; on locks; on selector weaking up or simply when you use to much threads by your CPUs. And when quanity of thread start rise these problems will scale and possible you can get 30-50% worse result in ops\sec than blocking IO
What do you think about it? Did you have benchmarks in comparasion with blocking IO? Did you introduce some practice to reduce this overhead?
 
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