Concurrency - Lambda based message passing
#5
Problems:
- The player disconnects before the world thread processes the message queue
- The player object needs to fracture all its actions into tiny bits, such as "ContinueLogin()". A hundred tiny functions and no-one knows when to call that specific one
- The player object receives data from the client while it's waiting for confirmation, what should it do with the data?
- Plugin decides to kick the player before the messages are processed, now the player object is in "being kicked" state and suddenly receives a "continue login" message. Each message handler must be made to handle any such state -> blown up error checking.
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RE: Concurrency - Lambda based message passing - by xoft - 02-17-2016, 11:12 PM



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