Hello. I am implementing C++ sockets server for online game and intent to
use ZeroMQ for this but don't know it very well so not sure about it's
applicability for such task - can you help me to resolve it?
So, try to describe the picture in "two" words: each player has bunch of
data associated with him on server; player 95% of time inhabits withit his
own environment (changes just his data) and other 5% of time interact with
other players. I intent to distribute players among servers (through central
server) so that data of each player will be stored (chached) within server
where player was put - so when player (what happenes 5% of time) (let's call
hit "first") interact with some other player ("second") - the data of that
target ("second") player must be received from server where that target
player inhabit; locked from usage by third-party players and "second" player
too; modified by "first" player (on server where "first" player inhabit);
sent back (updated) to server where "second" player inhabit; unlocked for
subsequent usage.
Is ZeroMQ appropriate for this?
Thank you.
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