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Would you mind sharing what made you go with a stateful application server? I've never found myself in the situation of wanting to go that direction.
by jrumbut 8y ago
Would you mind sharing what made you go with a stateful application server?
I've never found myself in the situation of wanting to go that direction.
- stcredzero 8y agoWould you mind sharing what made you go with a stateful application server? I'm implementing a MMO game loop. Even though I am exposing the API as what amounts to a bunch of lambdas, under the covers, I am holding onto state and mutating it, basically for performance. EDIT: To put it another way, there is a level of abstraction at which my system is stateless. To implement that with enough performance, I have to hold onto state, so I can deliver data to the implementation of those abstractions in a timely fashion.
- jrumbut 8y agoInteresting perspective, thanks!
- zemo 8y agothe main function of a multiplayer game server is to contain the game state. Depending on the game, it may also run a simulation. You couldn't, for example, write a database record every time someone shot a gun in an FPS, the whole thing would come to a crawl. And game clients generally only care about the present. Only the current game state is of interest to the client in most situations; the past is rarely queried. The outliers here are things that are naturally transactional and persistent like character progression and item ownership; those things you'd stick in a database.
- jrumbut 8y agoMakes sense thanks!