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This repository was archived by the owner on Jul 29, 2020. It is now read-only.
This repository was archived by the owner on Jul 29, 2020. It is now read-only.

Hi, Seungmo Koo #5

@balannarcis96

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@balannarcis96

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.

My Email Address: balannarcis96@gmail.com
My Skype:balan.narcis1

Thank you very much.

Have a great day,
Narcis

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