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fuckyouto

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Date Signed Up:10/17/2012
Last Login:12/19/2014
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Content Ranking:#5477
Comment Ranking:#12523
Highest Content Rank:#1421
Highest Comment Rank:#972
Content Thumbs: 5202 total,  5919 ,  717
Comment Thumbs: 3577 total,  4575 ,  998
Content Level Progress: 79% (79/100)
Level 151 Content: Faptastic → Level 152 Content: Faptastic
Comment Level Progress: 27% (27/100)
Level 235 Comments: Ambassador Of Lulz → Level 236 Comments: Ambassador Of Lulz
Subscribers:3
Content Views:201176
Times Content Favorited:188 times
Total Comments Made:1095
FJ Points:8719

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#9 - " <== Watch BIG HERO 6 FULL" Nice try FBI! 12/19/2014 on Funny +12
#475 - you need to do a little more reasearch than listiing to what t… 12/15/2014 on George Takei 0
#471 - Guy's you really need to understand how americans controlls it… 12/15/2014 on George Takei 0
#370 - Yeah i am a programmer, just understanding what you mean by yo…  [+] (1 new reply) 12/13/2014 on whatcha up to tonight? 0
User avatar #382 - closure (12/13/2014) [-]
I started with mud development, so that'll help explain it. The mmo server can be generalized to a simple event loop.. poll connected clients (nonblocking sockets) for messages, take actions on "ticks", and dispatch replies. I prefer to send out messages immediately rather than keep a dispatch loop.

At its heart, that means the game client isn't making requests of a database (analogous to http's "GET" or "HEAD") but passing actions to a world state ("POST"). HTTP fits well into that loop, and if clients need to get data in "tick" timing they can use a JS worker with basic requests on a timer.

I don't care much for databases where I can avoid them, and prefer marshalling objects for persistence. My design choices combined with modern computer resources mean that I don't need to worry about exhaustion, but I bound it with a sentinel table anyways.

The benefits of putting it in one process are (some of this is arguably arbitrary or opinionated):
*No inter-process communication means no intermediate marshalling, which means ~0 disenthalpy in processing
*Stateful secondary queries (supported in HTTP/1.1 entirely serverside, 1.0 with cookies)
*Tight design control (I know who made what, how, and why)
*Security concerns shrink, because there's no need to expose a state interface
#363 - When you say webserver you mean a database, because that's wha…  [+] (3 new replies) 12/13/2014 on whatcha up to tonight? 0
User avatar #365 - closure (12/13/2014) [-]
A web server, like Apache or Nginx, usually handles a browser's requests by serving up files if they exist and passing any serverside scripts to an appropriate handler (another program like PHP).

A Database, quite often some variety of sql, holds information those scripts can access, and is usually a program itself. All of these programs have to message eachother, sometimes using a local socket or, very rarely, an MPI wrapper.

My mmo server is written "from scratch", with a language and socket module. The nice thing about programming is the freedom to do whatever you want. For example, I could omit the local files entirely and just alias URLs to functions inside the program.
#370 - fuckyouto (12/13/2014) [-]
Yeah i am a programmer, just understanding what you mean by your webserver to mmo server. I don't know what you are using for your server but all my games have been a data server, sql / xml. So i dont understand how you can set up a http server inside of a db...
What's the benifit of doing it your way? I don't see your security being better than sql

I havent done anything with mmo just a browser based game like torn online. And some mud games.
User avatar #382 - closure (12/13/2014) [-]
I started with mud development, so that'll help explain it. The mmo server can be generalized to a simple event loop.. poll connected clients (nonblocking sockets) for messages, take actions on "ticks", and dispatch replies. I prefer to send out messages immediately rather than keep a dispatch loop.

At its heart, that means the game client isn't making requests of a database (analogous to http's "GET" or "HEAD") but passing actions to a world state ("POST"). HTTP fits well into that loop, and if clients need to get data in "tick" timing they can use a JS worker with basic requests on a timer.

I don't care much for databases where I can avoid them, and prefer marshalling objects for persistence. My design choices combined with modern computer resources mean that I don't need to worry about exhaustion, but I bound it with a sentinel table anyways.

The benefits of putting it in one process are (some of this is arguably arbitrary or opinionated):
*No inter-process communication means no intermediate marshalling, which means ~0 disenthalpy in processing
*Stateful secondary queries (supported in HTTP/1.1 entirely serverside, 1.0 with cookies)
*Tight design control (I know who made what, how, and why)
*Security concerns shrink, because there's no need to expose a state interface
#360 - lol you learned javascript over C# in unity. you're the loser here!  [+] (1 new reply) 12/13/2014 on whatcha up to tonight? 0
#457 - spermanentthreat (12/14/2014) [-]
that's right, and that's why my university sucks.
#359 - Web based server in a mmo server... Wat? You mean a browse…  [+] (5 new replies) 12/13/2014 on whatcha up to tonight? +1
User avatar #361 - closure (12/13/2014) [-]
No, I mean building the web-server into the mmo-server. Answering requests from browsers and the mmo client from the same software.
#363 - fuckyouto (12/13/2014) [-]
When you say webserver you mean a database, because that's what a webserver is. Unless you mean an actual Apache http server, but I don't see how you can build this on a mmo server seeing how an mmo server is just a database as well. This sounds interesting.
User avatar #365 - closure (12/13/2014) [-]
A web server, like Apache or Nginx, usually handles a browser's requests by serving up files if they exist and passing any serverside scripts to an appropriate handler (another program like PHP).

A Database, quite often some variety of sql, holds information those scripts can access, and is usually a program itself. All of these programs have to message eachother, sometimes using a local socket or, very rarely, an MPI wrapper.

My mmo server is written "from scratch", with a language and socket module. The nice thing about programming is the freedom to do whatever you want. For example, I could omit the local files entirely and just alias URLs to functions inside the program.
#370 - fuckyouto (12/13/2014) [-]
Yeah i am a programmer, just understanding what you mean by your webserver to mmo server. I don't know what you are using for your server but all my games have been a data server, sql / xml. So i dont understand how you can set up a http server inside of a db...
What's the benifit of doing it your way? I don't see your security being better than sql

I havent done anything with mmo just a browser based game like torn online. And some mud games.
User avatar #382 - closure (12/13/2014) [-]
I started with mud development, so that'll help explain it. The mmo server can be generalized to a simple event loop.. poll connected clients (nonblocking sockets) for messages, take actions on "ticks", and dispatch replies. I prefer to send out messages immediately rather than keep a dispatch loop.

At its heart, that means the game client isn't making requests of a database (analogous to http's "GET" or "HEAD") but passing actions to a world state ("POST"). HTTP fits well into that loop, and if clients need to get data in "tick" timing they can use a JS worker with basic requests on a timer.

I don't care much for databases where I can avoid them, and prefer marshalling objects for persistence. My design choices combined with modern computer resources mean that I don't need to worry about exhaustion, but I bound it with a sentinel table anyways.

The benefits of putting it in one process are (some of this is arguably arbitrary or opinionated):
*No inter-process communication means no intermediate marshalling, which means ~0 disenthalpy in processing
*Stateful secondary queries (supported in HTTP/1.1 entirely serverside, 1.0 with cookies)
*Tight design control (I know who made what, how, and why)
*Security concerns shrink, because there's no need to expose a state interface
#357 - JavaScript tutorials. 12/13/2014 on whatcha up to tonight? +1
#356 - Hmmm, the main programmer for the website I am on is learning … 12/13/2014 on whatcha up to tonight? 0
#5 - The developer is basically saying that this is the first of it… 12/08/2014 on Last Year - 5 vs 1... 0

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User avatar #38 - garymotherfingoak (04/21/2013) [-]
demickey virginia
#3 - peanutlesunstriker **User deleted account** has deleted their comment [-]
#4 to #3 - fuckyouto (04/21/2013) [-]
I never knew I needed people to like me to live. But I will take your advice into consideration thank you.
#5 to #4 - peanutlesunstriker **User deleted account** has deleted their comment [-]
#6 to #5 - fuckyouto (04/21/2013) [-]
You are right I wont. Thanks again.
#1 - kokanuim **User deleted account** has deleted their comment [-]
#2 to #1 - fuckyouto (03/31/2013) [-]
Thanks bro, that means a lot. Stay classy !
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