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clonejo edited this page Mar 13, 2012 · 5 revisions

This is not a final state, but a merely a proposal.

widely accessed data

  • chunks
  • process ids: send packets to client
  • player list

processes

  • one process enough for several points?

per client:

  • receive packets
  • send packets (needed? is gen_tcp:send/2 an atomic operation?)

per map area:

  • entity simulation -> players, animals, mobs, pickups
    • split up because of different sight ranges?
  • send chunks to clients when necessary

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