Closed GiuseppeBocci closed 1 year ago
I am a bit thinking about: syncrhonizing alla the game could lead to a bigger lock porblem
did You find performance penalties?
pls explain
I explained it wrong. We are locking with "synchronized" before the methods of PlayController and ChatController. It's true that both access the Game (shared object between them). For how we projected the Game (that gives access to the entire model) should not be deadlock). The model of the chat controller is accessible only throw Game but it is separated from the "playing model". Chat uses Optional
seems a good explanation.. I am curious about perforce.. yet :)
It isn't a big project with a lot of computational power required so I think it's gonna be ok, but we'll see with the testing and I'll comment here
good. I will be glad to see some dedicated test to stress it! (I honestly think seeing a MP4 consume far more computation :) )
Performance due to synchronization does not seem to be relevant in our implementation, synchronization will be left as it is.
k
We should not synchronize ChatController and PlayController (as it is now) but Game. This for better performances.