We are using CEL, but I don't see any networking in CEL... if you're
referring to the iNetworkLayer plugin, I wrote a good portion of that... and
it wouldn't have cut it for an MMO at all. We're looking at doing a
better-designed plugin this time around.

On Thu, Mar 27, 2008 at 3:51 PM, Amir Taaki <[EMAIL PROTECTED]> wrote:

> You aren't using CEL? Because CEL has all this goodness.
>
> On Thu, Mar 27, 2008 at 7:43 PM, David Bronke <[EMAIL PROTECTED]> wrote:
>
> > Chris and I have been working on the design for our networking plugin
> > (which may or may not end up being included in any of the CS/CEL
> > repositories; we'll discuss that at a later date) and I've come across a
> > couple of design questions I'd like to hear thoughts on. One of my goals in
> > this design is to allow the networking plugin to be used in as many projects
> > as possible, so we're trying to abstract any parts which people might want
> > to change or replace.
> >
> >
> > The biggest question currently is how to tie the network receive loop
> > into the API. There's a few approaches to this:
> >  - have functions in the connection class for all the operations needed
> > by the loop, and leave the loop's implementation and thread creation up to
> > the app (nice because the app designer has complete control over how
> > threading is done)
> >  - implement the loop in the network plugin and have callback hooks in
> > the API to handle incoming packets
> >  - implement the loop in the network plugin and generate CS events to
> > handle incoming packets
> >
> > I personally like the last option the best (generating CS events based
> > on incoming packets) but I could see the merit of a callback system as well.
> > Would it be worth making the receive loop a separate interface so that part
> > can be swapped out depending on the user's needs? This would allow users to
> > substitute a networking loop with a different behavior depending on their
> > application's needs.
> >
> >
> > The other question we had come across (which we've already pretty much
> > decided on, but would like to pass by the mailing list) is how we want to
> > work the networking loop. Again, we have a couple of possibilities:
> >  - run a separate thread which keeps calling accept()
> >  - catch CS's idle events or frame events or something, and call
> > accept() in a non-blocking fashion (problem: it makes network performance
> > directly dependent on framerate)
> >
> > It will need to be structured around CS's event loop, so our thought was
> > that using CS's thread support may be the best option here.
> >
> >
> > Any thoughts?
> >
> > Thanks,
> > --
> > David H. Bronke
> > Vice President of Project Development
> > G33X Nexus Entertainment
> > http://www.g33xnexus.com/
> >
> > v3sw5/7Hhw5/6ln4pr6Ock3ma7u7+8Lw3/7Tm3l6+7Gi2e4t4Mb7Hen5g8+9ORPa22s6MSr7p6
> > hackerkey.com
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-- 
David H. Bronke
Vice President of Project Development
G33X Nexus Entertainment
http://www.g33xnexus.com/

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