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6-22-2009 @ 8:13AM
Or, Posi, it -could- be that there is -so- much server-side processing necessary to calculate spell effects, message notifications, temporary buffs and debuffs, AoE details, etc., raid-wide (instead of just group-wide) and in large areas that it just takes a lot more processing power than is economically possible for such a limited period of time.Maybe, since threads are expensive (compared to non-threaded code), they group a few connections per thread, and the latency for one person affects the rest of the people in that group. I've never written a communications module for anything remotely similar, so I have no idea what tricks they have to use to pull something like this off on a scale this massive.Or, maybe they actually could spend a lot of time and redesign the entire message parsing and combat engines for the game to make it more streamlined for a 20-minute battle every 2.5 hours. Who needs 3.2 or Icecrown when you can have battles 1000 vs 20!None of us know what is going on with the server-side processing, or whether the code is ugly or beautiful, so none of us can really speculate whether they could have done something different. We can only whine that they didn't do what -we- wanted.Life goes on.
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