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[DiscordArchive] Like a fully separated thread that don't wait on each other?

[DiscordArchive] Like a fully separated thread that don't wait on each other?

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rektbyfaith
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01-17-2025, 05:02 PM
#1
Archived author: Takenbacon • Posted: 2025-01-17T17:02:33.273000+00:00
Original source

Like a fully separated thread that don't wait on each other?
rektbyfaith
01-17-2025, 05:02 PM #1

Archived author: Takenbacon • Posted: 2025-01-17T17:02:33.273000+00:00
Original source

Like a fully separated thread that don't wait on each other?

rektbyfaith
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01-17-2025, 05:03 PM
#2
Archived author: blinky • Posted: 2025-01-17T17:03:34.498000+00:00
Original source

Maybe if its tied to ah but think if its seperated by continent you wouldn't have the problem of between zones such as pvp or npc hypothetical
rektbyfaith
01-17-2025, 05:03 PM #2

Archived author: blinky • Posted: 2025-01-17T17:03:34.498000+00:00
Original source

Maybe if its tied to ah but think if its seperated by continent you wouldn't have the problem of between zones such as pvp or npc hypothetical

rektbyfaith
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01-17-2025, 05:05 PM
#3
Archived author: blinky • Posted: 2025-01-17T17:05:48.591000+00:00
Original source

Obviously still might have these other "solves" such as maybe a big event in a zone will still create longer map updates. But in this way people in other continents wouldn't see that
rektbyfaith
01-17-2025, 05:05 PM #3

Archived author: blinky • Posted: 2025-01-17T17:05:48.591000+00:00
Original source

Obviously still might have these other "solves" such as maybe a big event in a zone will still create longer map updates. But in this way people in other continents wouldn't see that

rektbyfaith
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01-17-2025, 05:09 PM
#4
Archived author: Honey • Posted: 2025-01-17T17:09:49.857000+00:00
Original source

There is already one thread per map in the stock core currently.
rektbyfaith
01-17-2025, 05:09 PM #4

Archived author: Honey • Posted: 2025-01-17T17:09:49.857000+00:00
Original source

There is already one thread per map in the stock core currently.

rektbyfaith
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01-17-2025, 05:10 PM
#5
Archived author: blinky • Posted: 2025-01-17T17:10:03.422000+00:00
Original source

Ahh well nevermind lol
rektbyfaith
01-17-2025, 05:10 PM #5

Archived author: blinky • Posted: 2025-01-17T17:10:03.422000+00:00
Original source

Ahh well nevermind lol

rektbyfaith
Administrator
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01-17-2025, 05:10 PM
#6
Archived author: Honey • Posted: 2025-01-17T17:10:05.815000+00:00
Original source

The discussion is about splitting a map into more threads.
rektbyfaith
01-17-2025, 05:10 PM #6

Archived author: Honey • Posted: 2025-01-17T17:10:05.815000+00:00
Original source

The discussion is about splitting a map into more threads.

rektbyfaith
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01-17-2025, 05:20 PM
#7
Archived author: walkline • Posted: 2025-01-17T17:20:14.562000+00:00
Original source

Regarding fairness, I believe it’s not fair in the current implementation. If a player enters the map first, they will always be the first to be updated unless they leave the map. However, in the suggested implementation, you can swap the update order between "buffer" zones and "regular" zones on each tick.

As for interactions between players at the neighbours of a "buffer" and a "regular" zone, there shouldn’t be an issue. It would work the same way it currently does. So it would a regular hit.
rektbyfaith
01-17-2025, 05:20 PM #7

Archived author: walkline • Posted: 2025-01-17T17:20:14.562000+00:00
Original source

Regarding fairness, I believe it’s not fair in the current implementation. If a player enters the map first, they will always be the first to be updated unless they leave the map. However, in the suggested implementation, you can swap the update order between "buffer" zones and "regular" zones on each tick.

As for interactions between players at the neighbours of a "buffer" and a "regular" zone, there shouldn’t be an issue. It would work the same way it currently does. So it would a regular hit.

rektbyfaith
Administrator
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01-17-2025, 05:20 PM
#8
Archived author: walkline • Posted: 2025-01-17T17:20:52.549000+00:00
Original source

I don't see an issue here. Current server CPUs can easily have 30+ cores, so having ~30 or 60 threads shouldn't be an issue, right? And it would be still configurable.
rektbyfaith
01-17-2025, 05:20 PM #8

Archived author: walkline • Posted: 2025-01-17T17:20:52.549000+00:00
Original source

I don't see an issue here. Current server CPUs can easily have 30+ cores, so having ~30 or 60 threads shouldn't be an issue, right? And it would be still configurable.

rektbyfaith
Administrator
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01-17-2025, 05:22 PM
#9
Archived author: Honey • Posted: 2025-01-17T17:22:25.958000+00:00
Original source

The go-to hardware as of today is the fastest Gaming CPU you can get your hands on. As in single-threaded power. So there's a limit at 16 simultaneous threads with todays hardware.
I expect the core to require a lot of split-ups to change that.
rektbyfaith
01-17-2025, 05:22 PM #9

Archived author: Honey • Posted: 2025-01-17T17:22:25.958000+00:00
Original source

The go-to hardware as of today is the fastest Gaming CPU you can get your hands on. As in single-threaded power. So there's a limit at 16 simultaneous threads with todays hardware.
I expect the core to require a lot of split-ups to change that.

rektbyfaith
Administrator
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01-17-2025, 05:22 PM
#10
Archived author: Honey • Posted: 2025-01-17T17:22:48.360000+00:00
Original source

And we're gonna need eluna's multi-threading to be ported, too for it to make any difference.
rektbyfaith
01-17-2025, 05:22 PM #10

Archived author: Honey • Posted: 2025-01-17T17:22:48.360000+00:00
Original source

And we're gonna need eluna's multi-threading to be ported, too for it to make any difference.

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