Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] Hey guys, sorry to barge in. But why does world db on trinity (at least on this not so recent core)

[DiscordArchive] Hey guys, sorry to barge in. But why does world db on trinity (at least on this not so recent core)

[DiscordArchive] Hey guys, sorry to barge in. But why does world db on trinity (at least on this not so recent core)

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rektbyfaith
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01-12-2023, 01:30 PM
#21
Archived author: robinsch • Posted: 2023-01-12T13:30:11.366000+00:00
Original source

so the problem is kinda "solved" on the API level
rektbyfaith
01-12-2023, 01:30 PM #21

Archived author: robinsch • Posted: 2023-01-12T13:30:11.366000+00:00
Original source

so the problem is kinda "solved" on the API level

rektbyfaith
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01-12-2023, 01:33 PM
#22
Archived author: Foe • Posted: 2023-01-12T13:33:48.631000+00:00
Original source

Yeah you can definitely have separate apis for the world state and the map states, personally it's more work than it's worth defining said areas, so for now at least the separation is done on the hook level
rektbyfaith
01-12-2023, 01:33 PM #22

Archived author: Foe • Posted: 2023-01-12T13:33:48.631000+00:00
Original source

Yeah you can definitely have separate apis for the world state and the map states, personally it's more work than it's worth defining said areas, so for now at least the separation is done on the hook level

rektbyfaith
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01-12-2023, 01:34 PM
#23
Archived author: Foe • Posted: 2023-01-12T13:34:44.592000+00:00
Original source

Everything that is threadsafe runs on the map states while everything that is unsafe runs in the world state
rektbyfaith
01-12-2023, 01:34 PM #23

Archived author: Foe • Posted: 2023-01-12T13:34:44.592000+00:00
Original source

Everything that is threadsafe runs on the map states while everything that is unsafe runs in the world state

rektbyfaith
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01-12-2023, 01:36 PM
#24
Archived author: Foe • Posted: 2023-01-12T13:36:00.060000+00:00
Original source

The method api is self limiting based on the objects that are available in said function calls, so I'm not worried about marking methods specifically available or unavailable
rektbyfaith
01-12-2023, 01:36 PM #24

Archived author: Foe • Posted: 2023-01-12T13:36:00.060000+00:00
Original source

The method api is self limiting based on the objects that are available in said function calls, so I'm not worried about marking methods specifically available or unavailable

rektbyfaith
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01-12-2023, 01:36 PM
#25
Archived author: vblanco • Posted: 2023-01-12T13:36:14.308000+00:00
Original source

the bitsquid engine did multithreading on lua
rektbyfaith
01-12-2023, 01:36 PM #25

Archived author: vblanco • Posted: 2023-01-12T13:36:14.308000+00:00
Original source

the bitsquid engine did multithreading on lua

rektbyfaith
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01-12-2023, 01:36 PM
#26
Archived author: vblanco • Posted: 2023-01-12T13:36:38.867000+00:00
Original source

their trick is that scripts could request access to stuff, and that would either allow it and continue execution, or stop the script and try a different script
rektbyfaith
01-12-2023, 01:36 PM #26

Archived author: vblanco • Posted: 2023-01-12T13:36:38.867000+00:00
Original source

their trick is that scripts could request access to stuff, and that would either allow it and continue execution, or stop the script and try a different script

rektbyfaith
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01-12-2023, 01:37 PM
#27
Archived author: vblanco • Posted: 2023-01-12T13:37:06.022000+00:00
Original source

its not that map state had a mutex, but that an script request the map-edit api, then locks that and does whatever operations it wants with the exclusive access
rektbyfaith
01-12-2023, 01:37 PM #27

Archived author: vblanco • Posted: 2023-01-12T13:37:06.022000+00:00
Original source

its not that map state had a mutex, but that an script request the map-edit api, then locks that and does whatever operations it wants with the exclusive access

rektbyfaith
Administrator
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01-12-2023, 01:37 PM
#28
Archived author: Foe • Posted: 2023-01-12T13:37:49.080000+00:00
Original source

That's also an idea, ideally we'd have one Lua state per update thread to reduce the overhead, but that's simply not possible with TCs design
rektbyfaith
01-12-2023, 01:37 PM #28

Archived author: Foe • Posted: 2023-01-12T13:37:49.080000+00:00
Original source

That's also an idea, ideally we'd have one Lua state per update thread to reduce the overhead, but that's simply not possible with TCs design

rektbyfaith
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01-12-2023, 01:38 PM
#29
Archived author: Foe • Posted: 2023-01-12T13:38:08.778000+00:00
Original source

Not like the Lua state has a massive resource footprint to begin with
rektbyfaith
01-12-2023, 01:38 PM #29

Archived author: Foe • Posted: 2023-01-12T13:38:08.778000+00:00
Original source

Not like the Lua state has a massive resource footprint to begin with

rektbyfaith
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01-12-2023, 01:39 PM
#30
Archived author: Foe • Posted: 2023-01-12T13:39:36.745000+00:00
Original source

So it's easier to just have the users define which state has access to which script based on the map id and say screw it to things like cross state communication
rektbyfaith
01-12-2023, 01:39 PM #30

Archived author: Foe • Posted: 2023-01-12T13:39:36.745000+00:00
Original source

So it's easier to just have the users define which state has access to which script based on the map id and say screw it to things like cross state communication

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