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This repository was archived by the owner on Jul 29, 2020. It is now read-only.
Hi,
I'm sorry to contact you like this, i just cant find any of your contact data.
I saw this old post [http://bowling-bash.blogspot.com/2012/06/teras-free-targetting-combat-server.html] of TERA's server architecture where you answered some question on the world server's architecture.
As you guys used the symmetric worker-threads approach with the world replica in each worker (TLS),
-How did you handled the concurrency problems? like if one player generates movement packets the world server is responsible for the collecting of [de-spawned, spawned, updated] players so if multiple worker threads got different movement packets for same player and each generated clusterUpdateTask how did you handled that concurrency problems?
on the clusterUpdateTaskFinalizedCallback? but that still suffers from concurrency problems
-Do you processed the MovementPackets through the players LFE? If so, does that suffice?
Sorry for the misspelling and bad writing.
Please help me out.