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| Serialization This forum is for modifications to the serialization code of RunUO |
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#1 (permalink) |
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Forum Expert
Join Date: Oct 2002
Location: Naples,FL
Age: 32
Posts: 1,552
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Right now in the Save method of world you have
Code:
if ( m_MultiProcessor )
{
Thread saveThread = new Thread( new ThreadStart( SaveItems ) );
saveThread.Name = "Item Save Subset";
saveThread.Start();
SaveMobiles();
SaveGuilds();
SaveRegions();
saveThread.Join();
}
else
{
SaveMobiles();
SaveItems();
SaveGuilds();
SaveRegions();
}
Code:
if ( m_MultiProcessor )
{
Thread saveThread = new Thread( new ThreadStart( SaveItems ) );
saveThread.Name = "Item Save Subset";
saveThread.Start();
SaveMobiles();
SaveItems();
SaveGuilds();
SaveRegions();
saveThread.Join();
}
else
{
SaveMobiles();
SaveItems();
SaveGuilds();
SaveRegions();
}
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#2 (permalink) |
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Administrator
Join Date: Aug 2002
Location: Baltimore, MD
Age: 25
Posts: 4,845
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No, the whole purpose of the threaded save is that it saves items concurrently in a thread started at the begining instead of saving them in line with everything else.
Thus this: Code:
Thread saveThread = new Thread( new ThreadStart( SaveItems ) ); saveThread.Name = "Item Save Subset"; saveThread.Start();
__________________
Zippy, Razor Creator and RunUO Core Developer The RunUO Software Team "Intuition, like a flash of lightning, lasts only for a second. It generally comes when one is tormented by a difficult decipherment and when one reviews in his mind the fruitless experiments already tried. Suddenly the light breaks through and one finds after a few minutes what previous days of labor were unable to reveal." ~The Cryptonomicon |
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#4 (permalink) |
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God of Pandora
Join Date: Jun 2003
Location: Gainesville GA
Age: 31
Posts: 2,000
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does this mean that RunUO does indeed support multithreading? and how recent a change was this (as in which version was it implimented)?
__________________
The Den of KillerBeeZ...Kender's Komments, uncensored commentary from the Kender. Plus anything else the Kender might have in his pouches.
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#5 (permalink) |
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Administrator
Join Date: Aug 2002
Location: Baltimore, MD
Age: 25
Posts: 4,845
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RunUO has always been "multithreaded"
This change went in with 1.0.0, prior to that there was a different type of "threaded" world save that was implimented around beta 20. And RunUO's network has always been fully multithreaded.
__________________
Zippy, Razor Creator and RunUO Core Developer The RunUO Software Team "Intuition, like a flash of lightning, lasts only for a second. It generally comes when one is tormented by a difficult decipherment and when one reviews in his mind the fruitless experiments already tried. Suddenly the light breaks through and one finds after a few minutes what previous days of labor were unable to reveal." ~The Cryptonomicon |
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#6 (permalink) | |
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God of Pandora
Join Date: Jun 2003
Location: Gainesville GA
Age: 31
Posts: 2,000
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Quote:
I was told a while ago that RunUO doesnt use multithreading, would this be the same as hyperthreading? if not, then that might be what I heard
__________________
The Den of KillerBeeZ...Kender's Komments, uncensored commentary from the Kender. Plus anything else the Kender might have in his pouches.
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#7 (permalink) |
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Forum Expert
Join Date: Sep 2002
Location: Houston, Texas
Age: 21
Posts: 3,933
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Basicly, Hyperthreading is where you have one physical processor that represents itself as two "virtual" processors to the operating system, allowing it to execute 2 threads in parallel.
Whenever a thread executes on one of the processor's pipelines, it may do something that causes the thread to stall, ie.. floating point calculation, memory read ect... Whenever this happens, an HT enabled system can throw other threads into the other unused parts of the pipeline. |
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