Thanks for your explanation. I always thought CoEmu source is the good one. lul I am sounding so noobish here. OMG.
Yes Coemu is the best public source that has a significant amount of features already done. (although I might have to say cofuture for 1.0 is better.. I'm talking about the 'main ones')
Hybrids 5017 source is far better than coemu but it has nothing coded in it so unless you really know what you are doing then it's not for you.
If this project gets off the ground it will be the best public source with features as the other ones are massively flawed.
Yes Coemu is the best public source that has a significant amount of features already done. (although I might have to say cofuture for 1.0 is better.. I'm talking about the 'main ones')
Hybrids 5017 source is far better than coemu but it has nothing coded in it so unless you really know what you are doing then it's not for you.
If this project gets off the ground it will be the best public source with features as the other ones are massively flawed.
I need Coders to help me out on this project!! So if you can code and are interested in joining the Project Let me know.
I am accepting applications to join the Devopment Team.
Need to have basic knowledge of Coding in C#
Quote:
(is this the one where you redid the threading and socket system? If so it's a infinite improvement over normal coemu)
Yes i have redone the threading system by added and use ThreadPoolinging and also i have added a PacketProcessor so if something does throw an error it doesnt freeze the whole server just the packet being processed.
Which in turn added 150% more stability over the normal one. Also by adding ThreadPooling it increaded the Servers Performance and stability by atleast 200% from the original version.
And about the socket System I am still using the Original One but i modified it abit i really only noticed a few flaws which i fixed and it has improved aswell in stability.
I need Coders to help me out on this project!! So if you can code and are interested in joining the Project Let me know.
I am accepting applications to join the Devopment Team.
Need to have basic knowledge of Coding in C#
Yes i have redone the threading system by added and use ThreadPoolinging and also i have added a PacketProcessor so if something does throw an error it doesnt freeze the whole server just the packet being processed.
Which in turn added 150% more stability over the normal one. Also by adding ThreadPooling it increaded the Servers Performance and stability by atleast 200% from the original version.
And about the socket System I am still using the Original One but i modified it abit i really only noticed a few flaws which i fixed and it has improved aswell in stability.
Ok along with the 5095 Source im redevloping im also goin to add a 5017 project to the list and this source will be based off hybrids socket system and build from there up.
So if you are interested in this project let me know because i dont know alot about the 5017 game play and can always use extra hands!
it increases performance not stability, multi threading will decrease stability when not done correctly.
And stability, if one thread fails you can always start it again from anouther thread, if you only have one thread and it fails, then youve got no chance.
If you know how to multi thread, you won't make it unstable.
Besides, as Korvacs clearly explained, it will make your server more stable.
not necessarily, it all depends on your thread model. Theres pros and cons. Having something like a thread per player threadmodel is great for when 1 thread dies, it will only kill that player, however that would be a bad design overall though.
Quote:
Originally Posted by Korvacs
if one thread fails you can always start it again from anouther thread
not every thread model will be able to use another thread to restore the previous state and fix everything up.
You could have a single thread design, with a backup thread doing nothing and waiting around for that thread to die, to continue it's work (similar to what you mentioned) however it's hardly classed as a multi-threaded server.
overall threads should not be failing and if they did, you learn from it and fix it, i personally would not waste my time letting other threads try and take over, fix and restore it all back to normal when a thread fails (as this sort of thing is not supposed to happen anyway), unless the thread model was specifically designed for a threadpool to manage tasks (then if a thread fails for whatever reason, simply dispatch a new one and report the error)
without the errors, multithreading is for performance (taking better advantage of todays hardware to increase the load your server can take without a bottleneck), barely for stability.
whilst we are on the subject of parallelism, how does thread model to your server Korvacs work? out of curiosity.
I agree, threads should not be failing, i was just showing an example of where multi-threading could be used to make a server more stable, that doesnt mean that i agree with that example
I have a thread for pretty much any task which is repeated over and over, so for example removing items from the world, a thread deals with this, when an item is dropped its dumped into a list and the thread does the rest. I have a thread to deal with my sockets, and the threadpool for all of my packets and the functions they perform.
The entry thread defaults to a console command parser, but only because its convenient, i dont really see a need to create a new thread for this.
aion-emu open source project has started! 01/25/2009 - Aion - 13 Replies Welcome everybody.
I'd like to inform, that open source project aion-emu has just started.
Its goal is to create stable and retail like aion game server emulator.
I do know, that it's just the beginning and long way to any good results, but hey, everything has its beginning.
So far teams is made of 2 people.
We already have 3 years of expierience in developing gameserver for lineage2. During that time we learn a lot about creating such big application. And that experience, and...
Open Source Project: SREmu 01/25/2009 - Silkroad Online - 18 Replies I am just making this topic to bring your attention to recent development at SREmu.
SREmu has gone from a VB6 project to an open-source C++ project hosted on SourceForge.
At the moment I am the only one working on it, but I would like to see it a community driven project. To clarify: I'm not looking for a team, I'm looking for knowledgable people that code in C++, preferably with some experience with x86 assembler, packet logging / parsing, subversion, visual studio, etc.
About the...