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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] </LI>
<LI><em>From</em>: Juha Lindfors <<A HREF="mailto:jplindfo#cc,helsinki.fi">jplindfo#cc,helsinki.fi</A>></LI>
<LI><em>Date</em>: Tue, 26 Jan 1999 11:40:51 +0200</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
At 10:19 25.1.1999 -0500, Elis Pomales wrote:
> The current dilemma, is whether I should use threads on a per player
> (per socket) basis, or implement a polling loop and queue player
> commands,
I'm using the thread per player method.
>handling one command per player per loop cycle. The problem with having a
>thread per player is the context switching overhead. The problem with the
>polling loop is that I have to check each player to see if they have
>input. (There is no select() in Java.)
There are some statistics available on the web concerning heavily threaded
Java servers.
InfoWorld Labs tested an on-line stock trading system on different JVMs and
operating systems. Big Iron can handle a big bundle of transactions, PCs
did a little less.
<URL:<A HREF="http://www.infoworld.com/cgi-bin/displayTC.pl?/980914analysis.htm">http://www.infoworld.com/cgi-bin/displayTC.pl?/980914analysis.htm</A>>
JavaWorld had the results of a VolanoMark test which is a stress test for a
chat server written in Java. Some JVMs managed to handle even 900
connections although if I read the tables right, at that point there was
only roughly 1 message getting through per thread per second.
<URL:<A HREF="http://www.javaworld.com/javaworld/jw-08-1998/jw-08-volanomark.html">http://www.javaworld.com/javaworld/jw-08-1998/jw-08-volanomark.html</A>>
>PS. I would still use more threads, one for NPC's and one for the game
>world.
Nod.
>PSS. Is having 100+ threads really that bad? (I would think so)
Looking at these statistics it seems to me it's not necessarily a disaster.
--
Juha
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<STRONG><A HREF="msg00280.html">[MUD-Dev] Re: META: list "peerage"</A></STRONG>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: combat</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00350" HREF="msg00350.html">[MUD-Dev] Re: combat</A></strong>,
Trillion <a href="mailto:trillion#mudhole,spodnet.uk.com">trillion#mudhole,spodnet.uk.com</a>, Tue 02 Feb 1999, 11:43 GMT
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<LI><strong><A NAME="00299" HREF="msg00299.html">[MUD-Dev] ADMIN: Off-topic and the ever present reminders on quoting.</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 27 Jan 1999, 01:28 GMT
<LI><strong><A NAME="00288" HREF="msg00288.html">[MUD-Dev] Stock Mud Demographics</A></strong>,
##Make Nylander <a href="mailto:thenewt#use,usit.net">thenewt#use,usit.net</a>, Tue 26 Jan 1999, 17:21 GMT
<LI><strong><A NAME="00282" HREF="msg00282.html">[MUD-Dev] exploration points</A></strong>,
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 26 Jan 1999, 11:42 GMT
<LI><strong><A NAME="00281" HREF="msg00281.html">[MUD-Dev]</A></strong>,
Juha Lindfors <a href="mailto:jplindfo#cc,helsinki.fi">jplindfo#cc,helsinki.fi</a>, Tue 26 Jan 1999, 09:37 GMT
<LI><strong><A NAME="00271" HREF="msg00271.html">[MUD-Dev] Re: Reset Death</A></strong>,
Quzah [softhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Mon 25 Jan 1999, 23:41 GMT
<UL>
<LI><strong><A NAME="00287" HREF="msg00287.html">[MUD-Dev] Re: Reset Death</A></strong>,
Wes Connell <a href="mailto:wconnell#eden,com">wconnell#eden,com</a>, Tue 26 Jan 1999, 16:50 GMT
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</UL>
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<LI><strong><A NAME="00264" HREF="msg00264.html">[MUD-Dev] Re: PvP and mob capacities (was "List Peerage")</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 25 Jan 1999, 21:36 GMT
<LI><strong><A NAME="00263" HREF="msg00263.html">[MUD-Dev] Re: Who is? (was about level vs skills)</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 25 Jan 1999, 21:24 GMT
</UL></BLOCKQUOTE>
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