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Thanks for the kind words
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I would like to do that. But there's not much to update people about. I mean, there're tons of things but they're not necessarily interesting to most people since they're specific technical details. As an example, let me write down what I've been doing for the past week and a half:
Until recently, the emulator didn't have a fixed game loop where the game logic was updated at certain ticks. Instead, it used IOCP threads for message processing and all sorts of things. For systems which required an update at certain ticks, I used new threads. At first, it wasn't that bad since I didn't have many systems, but currently I have more than a dozen of systems which need to be updated at certain ticks. So, for the past 10 days I've been refactoring both login and game servers to become more single-threaded. Currently, only multithreaded part is networking which handles connections and sending/receiving data. Another benefit I gained from switching to single-threaded game loop is that I no longer need to use 'locks' to synchronize shared data. It may not sound like much, but in a server application where all you do is managing data it's a huge relief.
^ You see my point. That's not very interesting for many people. Though, I also understand that people want updates more often. Fair amount of people invested time sharing their thoughts in this thread and participating in early test so it's natural that they don't want it to be a waste. I will try to create a page on the website with what's currently working, what's missing and what I'm currently working on.