>I was trying to figure out once - is there a minimum number of threads >mandated in the standard? i.e. that all implementations must support >at least 128 threads or something? I keep wondering if >one-thread-per-player, which has some very nice benefits, is worth the >performance cost. (The other end of the spectrum being a Squid-like >design of a single thread that never, ever blocks for any reason -- >even asynch I/O) For a one-thread-per-player-system, wouldn't you have to make sure that global variables aren't being accessed at the same time by two or more different threads? That's what I was told, anyhow. So you'd need a flagging variable on each global variable (or even on playing structures, seeing as they can be accessed by different threads) ... kind of like a INUSE/FREE thing. This would be mighty troublesome, wouldn't you agree? --- Andrew Ritchie, object@alphalink.com.au. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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