On Thu, Dec 4, 2008 at 1:37 PM, Sorin Gherman <[EMAIL PROTECTED]> wrote: > I see, that makes a lot of sense, thanks again! As the game progresses, the > load time for each new move will increase, I assume. > So I agree now, keeping one process per game would benefit the CPU usage. > Problem is that currently I don't have the notion of a "game" on the server > side, but only on the client side. > Also, there is no clear way to know that a game is over, and kill the > associated gnugo process, without introducing some time limits for the user: > have to close their game after N minutes of inactivity. > Currently, without time limits, a user can, say take a lunch break and > resume their game afterwards.
Perhaps you can implement some sort of caching strategy; if the game is still active ( a move made within the last 2 minutes ), keep the process alive; otherwise, save state to disk until the user returns. This gets fairly complex. How many users do you support at one time? How many users in toto? _______________________________________________ gnugo-devel mailing list gnugo-devel@gnu.org http://lists.gnu.org/mailman/listinfo/gnugo-devel