FOnline Development > General Discussion
FOnlineServer with Mono
Bartosz:
--- Quote from: wladimiiir on July 02, 2013, 09:27:35 am ---BTW: Do you have any issue tracker where I could entry such issues?
--- End quote ---
https://bitbucket.org/rotators/fosrc/issues
Skycast:
--- Quote from: Bartosz on July 02, 2013, 10:30:19 am ---https://bitbucket.org/rotators/fosrc/issues
--- End quote ---
It is only for issues with mono or for all bugs related to fonline sdk?
wladimiiir:
* Is it safe to create Timer (and use it for managing e.g. controlling Critter's actions)?
* I am getting Script::GetGlobalContext - Script context stack overflow! Context call stack: (no call stack after). Is this message part of Mono server? Could it be caused by having another (Timer) thread?
Bartosz:
--- Quote ---It is only for issues with mono or for all bugs related to fonline sdk?
--- End quote ---
For now it's a place for mono-related things, but it would definitely be only for engine-related issues.
Any particular thing you've had in mind?
--- Quote from: wladimiiir on July 02, 2013, 10:03:20 pm ---
* Is it safe to create Timer (and use it for managing e.g. controlling Critter's actions)?
* I am getting Script::GetGlobalContext - Script context stack overflow! Context call stack: (no call stack after). Is this message part of Mono server? Could it be caused by having another (Timer) thread?
--- End quote ---
* It's better to stay away from multithreading. The Critter (and other game objects) methods are not thread safe. You could use another thread timer with some thread-safe collection that would then act as message dispatcher (and messages it will got could be handled in main loop). And I think that normal Game Events are still viable option (after all, they are saved).
* Can I have some code snippet?
wladimiiir:
--- Quote from: Bartosz on July 03, 2013, 09:04:33 am ---
* It's better to stay away from multithreading. The Critter (and other game objects) methods are not thread safe. You could use another thread timer with some thread-safe collection that would then act as message dispatcher (and messages it will got could be handled in main loop). And I think that normal Game Events are still viable option (after all, they are saved).
* Can I have some code snippet?
--- End quote ---
* I wanted to have independent thread not to affect performance (it is for Behavior Trees :) ). But it is easier for me to just use Game events for now, which seem that work fine. I will do some load tests to see if the performance is not an issue.
* Hm, it looks like doing it in another thread was causing the exception. It is hard to provide some code snippet, but if you want you can check mono_bt branch, where I am doing these changes.
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