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1 vote

Multithreaded Game Server: Single send() or Many send()s for Game List?

Short answer: Send everything in one call for the best throughput, but your total amount of data seems to be so low that it doesn't matter much. I agree to the other answers that the processing time ...
Thibe's user avatar
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2 votes

Multithreaded Game Server: Single send() or Many send()s for Game List?

When designing any API it is often a good idea to allow some kind of batching to reduce per item overhead. This applies in all many contexts, networking, graphics, databases, whatever. If you expect ...
JonasH's user avatar
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1 vote

Multithreaded Game Server: Single send() or Many send()s for Game List?

Let's back up a step. At a high level, we have multiple ways to accomplish "same thing", and we've not yet written down any section criteria to rank them. We should take a moment to do that. ...
J_H's user avatar
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2 votes

Multithreaded Game Server: Single send() or Many send()s for Game List?

For every message sent, it's not just the client-app / server-app which has to parse things, but also everything in between, inter alia the complete network stack on both systems. Add to that the ...
Deduplicator's user avatar
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1 vote

Where to initialize clients in C server?

The logic that you describe looks very much like session management, the glue that ties together network connection with a user. As it is a different concern than the ones handled in other modules, ...
Christophe's user avatar
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2 votes

Where to initialize clients in C server?

Whenever one has a requirement which does not fit into the existing module structure of a system, I would recommend to start with a new module first. Said that, during the evolution of this new module,...
Doc Brown's user avatar
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