Threading model in 2X?
Posted: 13 Nov 2010, 11:33
Hi, just getting started with the new version and enjoying it so far. But I don't see any documentation on what threads are used where in the server. In 1.x, for instance, scheduled tasks happened on one thread (and could never overlap each other), other event handlers happened in multiple additional threads depending on how it was set up...
Are there rules of thumb for 2X?
And more specifically -- I find that adding thread-safety to complex gameplay logic is almost never worth the time it takes to develop and debug, so I want to get all my gameplay-logic message handlers to happen in a single thread per game room. Is there an easy way to make that happen? (I can, of course, queue up incoming events manually into a custom thread that handles them synchronously... I'm just wondering if there's an easier way.)
Are there rules of thumb for 2X?
And more specifically -- I find that adding thread-safety to complex gameplay logic is almost never worth the time it takes to develop and debug, so I want to get all my gameplay-logic message handlers to happen in a single thread per game room. Is there an easy way to make that happen? (I can, of course, queue up incoming events manually into a custom thread that handles them synchronously... I'm just wondering if there's an easier way.)