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Re: CF: maps/machine load/server<->server



Any system of different servers handling different maps probably
would occur after CF server was multithreaded with a map per
thread.  Then the step of switching from a process with a map
per thread to processes with maps on different servers would
mean changing the interthread communication to an intermachine
communication.  Regardless, it would probably be somewhat expensive
and slow (well, a noticeable pause) for a player to move between
maps on different machines.  Thus, it would probably be much more
workable if a machine had all maps for a region such as a large
town or continent where the boundary between maps is less frequently
crossed and is an obvious change of region.

If the maps were grouped this way then much of the interaction
such as partying and character communication between servers need
not be supported since it could be argued that a party must be
in the same town or continent in order to be part of the same
party or to hear shout messages (sound doesn't carry between
servers).

BTW, was this subject brought up because someone has a server that
is too slow with people playing via clients (the config that server
isn't suffering under X11 load)?

							sdw

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