Hey Thilo,

> Don't. You want to avoid threads whenever possible.

Are you saying this to avoid complex programming or is there more
background on this?  I believe contemporary thinking is to split each
tick into as many threads as possible.

Thanks,
ej


On Fri, Jan 21, 2011 at 9:32 PM, Thilo Schulz <a...@ats.s.bawue.de> wrote:
> On Friday, 21. January 2011 17:34:33 Ismael Garrido wrote:
>> Looking at the sv_packetdelay variable, it occurred to me that it
>> could be possible to make a "fair ping" server
>
> That's a very interesting idea.
>
>> I tried making a separate thread
>> which called NET_FlushPacketQueue every 1 us and it still was jittery.
>
> Don't. You want to avoid threads whenever possible.
>
>> Does anybody have a better idea on how to implement it? Maybe the
>> packetqueue should have more than millisecond precision?
>
> You would need to implement a FIFO for each player which would delay the
> packets by the required amount of time. Furthermore, you'd need to change the
> function that uses the select() syscall in the case of the dedicated server.
> If you don't you'll get a granularity of sv_fps which is 20 per default which
> means you can only regulate the pings in multiples of 50ms.
>
> But yes, it definitely is possible.
>
> --
> Thilo Schulz
>
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