Nice !
Thank you for coming back to the rose scene.
Are you trying to make a complete iRose emulator or will you do something like Arua did, like, irose skill system, with evo client (extended number of maps, items and more content in it)
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aerocoke wrote:Well it sort of depends on what client does raven decide to base this thing on i guess :p
For now the github project is mainly focusing on coding style and login/char cleanup tweaking AFAIK, raven has irose source apparently tho so maybe we could have a very basic neutral client for everyone.
Raven0123 wrote:aerocoke wrote:Well it sort of depends on what client does raven decide to base this thing on i guess :p
For now the github project is mainly focusing on coding style and login/char cleanup tweaking AFAIK, raven has irose source apparently tho so maybe we could have a very basic neutral client for everyone.
You are correct. Right now, I'm trying to make sure the core systems (networking) are stable so we won't have to rewrite huge peaces of the code later.
As for the client I do plan on releasing a version of the client that improvements and will also make it possible for people to mod the client as well. But the client is in the future, not now.
aerocoke wrote:Seems like the right way to go.
I'm not quite sure what do you call networking being unstable or not, do you mean the threads synch ? ( CSemaphore'n shit ?)
Raven0123 wrote:What I'm referring to is currently I believe there is a performance issue with how I open client connections. How it currently works is that each client has a thread dedicated to it, but that one thread ALSO spawns another thread for the network handler.
I had recently found out that creating a new io_service is unnecessary due to the fact that it has internal thread pools. All I would need is one io_service and then I could call io_service's run function on different threads causing it to handle all of the threading internally.
I also (very rarely) see a hang up somewhere in the networking code. If I change anything in the shutdown code, the server will hang on any thread that is attempting to shutdown.
Juan wrote:A design with a number of threads dependent on the number of players won't scale at all! See: http://www.kegel.com/c10k.html
aerocoke wrote:Pretty cool that you enabled the AppVeyor, it is quite handy :p
Also i'm not much of a network man but the way the project is going seems pretty cool so far
Raven0123 wrote:aerocoke wrote:Pretty cool that you enabled the AppVeyor, it is quite handy :p
Also i'm not much of a network man but the way the project is going seems pretty cool so far
Yeah I had disabled it when we added the database classes because there was an issue about library dependency. When ever we add a new external lib that doesn't use cmake, I have to manually compile it with Visual studio and upload it.
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