May 1999
- Object server. Quzah [softhome]
- Censorship & Its Impact On World Immersion J C Lawrence
- OT: Ethics v Law Greg Munt
- Virtual v Artificial Worlds Greg Munt
- Virtual v Artificial Worlds Matthew Mihaly
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Wes Connell
- Custom Server Roll Call? David Bennett
- Custom Server Roll Call? Koster, Raph
- Custom Server Roll Call? Greg Munt
- Custom Server Roll Call? The Arrow
- Custom Server Roll Call? Alex Stewart
- Custom Server Roll Call? Nathan F Yospe
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Greg Munt
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? J C Lawrence
- Custom Server Roll Call? Ling
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Niklas Elmqvist
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? J C Lawrence
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jo Dillon
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Adam Wiggins
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Hans-Henrik Staerfeldt
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? claw@kanga.nu
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Turner
- Custom Server Roll Call? Ling
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Jay Carlson
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Ling
- Interesting dilemma Peck, Matthew x96724c1
- Interesting dilemma Caliban Tiresias Darklock
- Interesting dilemma Quzah [softhome]
- Interesting dilemma Brandon A Downey
- Interesting dilemma Shawn Halpenny
- Interesting dilemma Matthew Mihaly
- Interesting dilemma Benjamin D. Wiechel
- Interesting dilemma Koster, Raph
- Interesting dilemma Wes Connell
- Interesting dilemma Mattias Lönnqvist
- Interesting dilemma Mik Clarke
- Interesting dilemma Joel Kelso
- Interesting dilemma Ronan Farrell
- Harvey's Rules of Immship John Hopson
- Confiscating items (Interesting dilemma) Ola Fosheim Grøstad
- AW: Interesting dilemma Hofbauer Heinz
- Virtual Property J C Lawrence
- Virtual Property Koster, Raph
- Virtual Property Jon A. Lambert
- Autogenerating maps from muds using cardinal directions for exits? Ben Greear
- Discussion of large server IO handling desing J C Lawrence
- Planes of existance Quzah [softhome]
- Planes of existance Greg Munt
- Planes of existance Quzah [softhome]
- Planes of existance Caliban Tiresias Darklock
- Planes of existance Ben Greear
- Planes of existance Caliban Tiresias Darklock
- Planes of existance Greg Munt
- Planes of existance T. Alexander Popiel
- Planes of existance Ola Fosheim Grøstad
- Planes of existance Matthew Mihaly
- Dynamically changing room descriptions Ronan Farrell
- Dynamically changing room descriptions Mik Clarke
- Dynamically changing room descriptions Ben Greear
- Dynamically changing room descriptions Koster, Raph
- Dynamically changing room descriptions Richard Bartle
- Dynamically changing room descriptions Matthew Mihaly
- Dynamically changing room descriptions Travis Casey
- Dynamically changing room descriptions Travis Casey
- Dynamically changing room descriptions Ola Fosheim Grøstad
- Dynamically changing room descriptions Jon A. Lambert
- Dynamically changing room descriptions Ola Fosheim Grøstad
- Dynamically changing room descriptions Eli Stevens {KiZurich/GreySylk}
- Dynamically changing room descriptions Jon A. Lambert
- Dynamically changing room descriptions Ling
- Dynamically changing room descriptions Christopher Allen
- old fight system I toyed with Koster, Raph
- APE 0.2.1 J C Lawrence
- OT: robots, agents and emotions Ola Fosheim Grøstad
- OT: robots, agents and emotions Ola Fosheim Grøstad
- Time Discontinuous MUD Ling
- Semi-OT: International intellectual property right (was: Custom Server Roll Call?) Custom Server Roll Call?) Ola Fosheim Grøstad
- Semi-OT: International intellectual property rights Ola Fosheim Grøstad
- Marc Hernandez' Server Greg Munt
- Marc Hernandez' Server Jay Carlson
- Marc Hernandez' Server Caliban Tiresias Darklock
- Marc Hernandez' Server Travis S. Casey
- Marc Hernandez' Server Adam Wiggins
- Marc Hernandez' Server Marc Hernandez
- Marc Hernandez' Server qitelremel@hotmail.com
- Scry 1.9.1 (Feature Freeze) released. Ben Greear
- The distinction between magic spells and magic abilities Greg Munt
- The distinction between magic spells and magic abilities Matthew Mihaly
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Caliban Tiresias Darklock
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Jo Dillon
- Multi-threaded mud server. Travis S. Casey
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Mik Clarke
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Mik Clarke
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Caliban Tiresias Darklock
On 05:23 AM 5/17/99 +0000, I personally witnessed Ross Nicoll jumping up to
say:
>On Sun, 16 May 1999, Caliban Tiresias Darklock wrote:
>
>> So your context switching immediately goes through the roof, doesn't it?
>
>Sorry, this is me not explaining what I meant very well, I think. As I
>understood it, most MUDs allocated a new thread per user. However, your
>later suggestions do seem definately better than mine...
I think that's the most obvious initial model to want when you do this sort
of thing, but I also think it's been beaten to death on the
context-switching issue. Consider if you have forty players on forty
threads; when ten of them go and talk, when each of them says something in
sequence you have ONE HUNDRED context switches. One for each of the players
who hear the speech, and one to return success to the initial thread,
making ten context switches for each statement times ten players. Yuck yuck
yuck.
Now, the way I understood your approach was more like: if you have forty
players online, ten in each of four threads, then if the ten players in
thread 1 all go talk to one another in the same place: NO context
switching. All in the same thread. Big win. But if three from thread 1 and
three from thread 2 and two each from threads 3 and 4 go talk, you have
four context switches per statement. Big win over the thread-per-player
situation, certainly, but still problem-ridden and still a big loss over
all players being in one thread.
>> If I'm correct in this understanding, and please correct me if I'm not,
>> then the "proper" way to implement such a scheme would be for each thread
>> to accomplish specific *tasks* instead of handling specific *objects*.
>
>An interesting idea, but I think it would require too much inter-process
>communication, and in particular may not load balance very well...
If amount of IPC is a problem, why not stay monolithic and not have any? ;)
>> A related thought (and the one I'm still considering) would be a thread for
>> each area. When no one is in area X, that area can be safely unloaded from
>> memory; thus, with five players online, you don't need to have eighty areas
>> loaded. Just five, at most. All the other threads can be halted altogether.
>
>Now this I like, as it kinda goes right around most of the database write
>problems... however, load balancing again becomes a problem, and player
>would have to be moved between threads, which is a problem in itself...
The problem here, as I see it, is that you don't know how much of a load
any given player represents until long after you've assigned him to a
thread. Maybe he's logged on and doing nothing except hanging out and
watching the chat messages scroll up the screen; he needs less processor
time than the guy who's ripsawing through one area after another with his
fear-me-or-die character that has the Great and Powerful Oz in a bottle
around his neck. But you don't know this until you've seen the history for
a while.
Now, it is probably a lot more efficient to take the guys watching the
scrolling chat messages and shove them all into one thread. But first you
have to watch them for a while. And the guy who's tearing across the MUD
raising Cain, Abel, Methuselah, and Gandhi would probably benefit greatly
from having his *own* thread. That way, when he goes off to the bathroom or
stops to watch Hercules on UPN, you can swap him out of the way and get
other people working on that same processor.
Or, the short form of the above: How do you balance the load before you
measure it?
-----
| Caliban Tiresias Darklock caliban@darklock.com
| Darklock Communications http://www.darklock.com/
| U L T I M A T E U N I V E R S E I S N O T D E A D
| 774577496C6C6E457645727355626D4974H -ÊBAL::3146=- - Multi-threaded mud server. Mark Gritter
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