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- Subject: Re: Distributed Lua
- From: Duboucher Thomas <thomas@...>
- Date: Fri, 08 Jan 2010 08:34:38 +0100
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teppy a écrit :
> Hello all,
>
> I'm planning to modify Lua for use in an MMO server. The architecture
> is similar to the server that runs our current game, "A Tale in the
> Desert," but would use Lua as the scripting language.
Whou, "A Tale in the Desert"! :)
> Each machine in the server cluster would have a number of suspended
> Lua threads. It would pick one to run; the running thread could yield
> for a variety of reasons, including:
> [...]
> So my question: Is this basic strategy sound? Any big gotchas that I
> may have overlooked?
As mentionned later, I also do think loosing binary compatibility with
Lua (and LuaJIT) isn't the good way.
Lua as a lot of interrestings mechanism. I'd try myself using weak
table as a storage (so that resident objects can be gc'ed) and playing
with the __index metamethod (so that resident objects are directly used
and non-resident will have to be fetched).
> Thanks,
> Teppy
>
Thomas.
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