Thread: RuneSource 317

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  1. #61  
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    Quote Originally Posted by Scu11 View Post
    Not in support of doing "winterlove style code" (as its basically giving the lazy people what they want, a better source with no effort required), but good luck nonetheless. .
    Its not lazy people, its unexperienced programmers.


    Osiris ||| FightScape | InnerFantasy | PkIsle | Paragon | Enkrona | 2006Scape
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  3. #62  
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    Quote Originally Posted by Warped Reality View Post
    Why would you bother using I/O... ?
    What.

    Quote Originally Posted by blakeman8192 View Post
    It is entirely single-threaded, using asynchronous IO and strict cycle-based execution
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  4. #63  
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    Quote Originally Posted by Sydney's Bitch View Post
    What.
    Go look at the source code ._.
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  5. #64  
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    Quote Originally Posted by White-Boy View Post
    Go look at the source code ._.
    we have...

    Code:
    		// Initialize the networking objects.
    		selector = Selector.open();
    		address = new InetSocketAddress(host, port);
    		System.out.println("Starting RuneSource on " + address + "...");
    		serverChannel = ServerSocketChannel.open();
    
    		// ... and configure them!
    		serverChannel.configureBlocking(false);
    		serverChannel.socket().bind(address);
    		serverChannel.register(selector, SelectionKey.OP_ACCEPT);
    It is the java New I/O package... More commonly referred to as nio.

    @ Warped Reality, of course it uses IO... I/O stands for input/output afaik.
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    Quitting is the only true failure.
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  6. #65  
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    Quote Originally Posted by White-Boy View Post
    Go look at the source code ._.
    Code:
    import java.io.IOException;
    import java.net.InetSocketAddress;
    import java.nio.channels.SelectionKey;
    import java.nio.channels.Selector;
    import java.nio.channels.ServerSocketChannel;
    import java.nio.channels.SocketChannel;
    import java.util.HashMap;
    import java.util.Map;
    
    /**
     * The main core of RuneSource.
     * 
     * @author blakeman8192
     */
    public class Server implements Runnable {
    NIO is by far more efficient than IO. RuneSource is also faster than any Netty/MINA/XSocket/Grizzly frameworks I've ever seen.
    rest in peace Qemist, Izzy, Colton, TeChNo PuNk, Impulser, & bootnecklad
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    Quote Originally Posted by Sydney's Bitch View Post
    What.
    What you idiot, I asked a legitimate question.

    Quote Originally Posted by Advocatus Diaboli View Post
    He is using New IO (nio) though, so its all good.
    I read through it quick, I thought he was talking about just using the standard IO. Either way I would have rather seen him use netty or grizzly, but oh well. The reason for that is because I like tweaking with the core of the server and those frameworks have a lot of extras to use. I'm aware that they're built around NIO

    Quote Originally Posted by blakeman8192 View Post
    NIO is by far more efficient than IO. RuneSource is also faster than any Netty/MINA/XSocket/Grizzly frameworks I've ever seen.
    Really? Nice.
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  8. #67  
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    As I said on moparscape, good luck. I can't wait until you finish player updating.

    *cough* Get that guide on player updating written *cough*
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    Quote Originally Posted by blakeman8192 View Post
    Code:
    import java.io.IOException;
    import java.net.InetSocketAddress;
    import java.nio.channels.SelectionKey;
    import java.nio.channels.Selector;
    import java.nio.channels.ServerSocketChannel;
    import java.nio.channels.SocketChannel;
    import java.util.HashMap;
    import java.util.Map;
    
    /**
     * The main core of RuneSource.
     * 
     * @author blakeman8192
     */
    public class Server implements Runnable {
    NIO is by far more efficient than IO. RuneSource is also faster than any Netty/MINA/XSocket/Grizzly frameworks I've ever seen.
    I have a question.

    How fast is this method.

    Code:
    getSocketChannel().write(buffer);
    For me my method in rs2hd is this.
    Code:
    	p.getSession().write(mainPacket.toPacket());
    and it takes anywhere from 20,000 - 2,000,000 nano seconds usually averages 240,000 ish.

    i'm trying to find a networking which can send information much faster then 240,000 average because that's too much time per player.
    i need it be 30,000-120,000 and no higher other then regular delays due to computer running too much stuff or problem with internet.


    Iv'e been trying to create a Netty base but going through hell trying to get it do login keeps having issues reading/writing information i really suck at networking parts of the servers.
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  10. #69  
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    Quote Originally Posted by F0rn View Post
    How far are you with this? Do you have ground items and chatting or are those not going to be included?
    He's not done with updating and you want ground items......
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  11. #70  
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    Quote Originally Posted by Sadistic View Post
    He's not done with updating and you want ground items......
    Nope - I was giving exampes because this project lacks a list of features
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