Thread: [435] RuneJS - An open-source RuneScape game server written in TypeScript & ES6

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  1. #51  
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    Quote Originally Posted by Cadillac View Post
    This is very impressive. How does it perform vs java based servers?

    I'd imagine js is faster and more scalable
    What HC says is correct, it does not compete with something like Apollo - as everything here is currently single-threaded.

    Though it performs better than I would expect given that it's Node and single-threaded. With 1000 players in the same region (Lumby castle) all moving around and running player/npc updating the server was sitting at about 300ms per game cycle/tick.
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  3. #52  
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    Incredible project, I will be following the progress. I wish you nothing but the best on this!
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  5. #53  
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    Quote Originally Posted by hc747 View Post
    I would imagine the opposite is true; especially for Java servers executed in a Graal environment.
    I haven't done any testing but from what my professors tell me, node is growing so fast due to had fast it is. Is this incorrect? I haven't really compared any benchmarks.

    https://www.graalvm.org/

    If this ^ is what you are referring, this might be one of the coolest things I've ever seen. When did this come out?
    back at it.
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  7. #54  
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    Quote Originally Posted by Cadillac View Post
    I haven't done any testing but from what my professors tell me, node is growing so fast due to had fast it is. Is this incorrect? I haven't really compared any benchmarks.

    https://www.graalvm.org/

    If this ^ is what you are referring, this might be one of the coolest things I've ever seen. When did this come out?
    It's been out for quite a while; very impressive piece of software.
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    Registered Member Rachmaninov's Avatar
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    nice work.

    i would be very interested in seeing some benchmarks of this server in comparison to other java based servers (e.g. apollo and PI.)
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    Quote Originally Posted by TheBlackParade View Post
    What HC says is correct, it does not compete with something like Apollo - as everything here is currently single-threaded.

    Though it performs better than I would expect given that it's Node and single-threaded. With 1000 players in the same region (Lumby castle) all moving around and running player/npc updating the server was sitting at about 300ms per game cycle/tick.
    Have you tried implementing worker_threads since their release to offload some processes? It’s like threads without shared memory that can run parallel with other code.
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    Quote Originally Posted by IlluZive View Post
    Have you tried implementing worker_threads since their release to offload some processes? It’s like threads without shared memory that can run parallel with other code.
    Sounds more analogous to a process then; what cases would benefit from parallelism w/o access to shared memory?
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    Quote Originally Posted by hc747 View Post
    Sounds more analogous to a process then; what cases would benefit from parallelism w/o access to shared memory?
    based on my understanding;
    if you have parallelism with no notion of a shared memory then you don't have to worry about race conditions
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    Quote Originally Posted by Rachmaninov View Post
    based on my understanding;
    if you have parallelism with no notion of a shared memory then you don't have to worry about race conditions
    Not entirely, because somehow you have to allow the processes to communicate, which inevitably will require some form of synchronisation.
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    Great job! I attempted starting on this as well a while back but stopped right before finishing login packets. https://github.com/Veradictus/Scape.js
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