Open IAbstract opened 1 year ago
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.
Thanks for the info. Very helpful!
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.