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Why wouldn't you have used ConcurrentQueue<T> instead of rolling your own (NetQueue<T>)? Asking as I am studying the code base for a deeper understanding of the client/server topography in games.
The text was updated successfully, but these errors were encountered:
As far as I remember it was for performance; ConcurrentQueue was expensive, esp. when uncontested. It was a very long time ago tho; no idea if this is the case today.
On Fri, Dec 2, 2022, 11:48 Michael Lidgren ***@***.***> wrote:
As far as I remember it was for performance; ConcurrentQueue was
expensive, esp. when uncontested. It was a very long time ago tho; no idea
if this is the case today.
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Why wouldn't you have used
ConcurrentQueue<T>
instead of rolling your own (NetQueue<T>
)? Asking as I am studying the code base for a deeper understanding of the client/server topography in games.The text was updated successfully, but these errors were encountered: