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https://bitbucket.org/theswgsource/src-1.2.git
synced 2026-08-02 03:16:11 -04:00
this should let us delete snapshots at the cost of latency
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@@ -91,13 +91,13 @@ m_queryFetchCount(0)
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centralServerConnection = new CentralServerConnection(ConfigServerDatabase::getCentralServerAddress(), ConfigServerDatabase::getCentralServerPort());
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NetworkSetupData setup;
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setup.maxConnections = 100;
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setup.maxConnections = 300;
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setup.port = 0;
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setup.bindInterface = ConfigServerDatabase::getGameServiceBindInterface();
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gameService = new Service(ConnectionAllocator<GameServerConnection>(), setup);
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NetworkSetupData cmSetup;
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cmSetup.maxConnections = 100;
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cmSetup.maxConnections = 300;
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cmSetup.port = ConfigServerDatabase::getCommoditiesServerPort();
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cmSetup.bindInterface = ConfigServerDatabase::getCommoditiesServerAddress();
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commoditiesService = new Service(ConnectionAllocator<CommoditiesServerConnection>(), cmSetup);
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@@ -128,7 +128,7 @@ m_queryFetchCount(0)
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DB::Server::setDisconnectSleepTime(ConfigServerDatabase::getDisconnectSleepTime());
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DB::Server::setFatalOnDataError(ConfigServerDatabase::getFatalOnDataError());
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// the DatabaseProcess singleton will want to know when major, connection
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// the DatabaseProcess singleton will want to know when major, connection
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// oriented events occur. These events are defined in Game, Task and Central
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// connection classes.
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connectToMessage("CentralConnectionOpened");
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@@ -252,7 +252,7 @@ void DatabaseProcess::run(void)
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// TODO: sleep longer if idle
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if (shouldSleep)
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{
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Os::sleep(1);
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Os::sleep(3);
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}
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NetworkHandler::dispatch();
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