Comments (24)
对,暂时只支持linux.你可以把epoll换成kquene试试
from survive.
现在知道的lua版服务端目前了解,我就知道云风的,你的,还有quick的server了,支持下喽
from survive.
可以根据云风的Skynet自己写一个移植到mac下的吧。就是网络那块而已。
from survive.
mac的kqueue根freebsd的一样的吧?正准备装个虚拟机把kqueue的支持加上
from survive.
有没有尝试考虑使用Lua5.3版本呢?
from survive.
过段时间吧
from survive.
distrilua已经添加了对freebsd的支持,你可以用mac编译试下,目前知道需要替换clock_gettime
from survive.
ok,我编译下
from survive.
想问一下你们客户端这方面的问题,你们网络这一块是不是有一部分写在c++里面啊,这个函数WriteUint16我怎么在lua里面找不到,如果方便的话,留个qq联系啊,谢谢!
from survive.
对
from survive.
你能把c++那一部分的代码也分享一下吗?我真的很需要这方面的资料
from survive.
跟服务器部分实现是一致的,只不过epoll/kqueue换成了select,MyCocos2dxTest里面可以找到原始的实现,但是那个版本有bug没修复.
from survive.
请问哪个版本的 Survive 跟distri.lua 配合能跑起来啊...
编译了客户端连不上去很沮丧啊, 难道得碰运气试版本?
from survive.
distri.lua拿新.Survive拿https://git.oschina.net/sniperHW/Survive.
东西多github难更新
from survive.
github上的Survive也调整过了。
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好, 搭成功了, 你底层咋又换成 chuck 了呢,为何~~
from survive.
chuck对接口和代码重新做一次提炼.还有distri.lua的整个运行环境都在coroutine中.
chuck将面向事件的callback模式和coroutine区分开来.某些性能要求更高的地方可以不使用coroutine,完全使用事件模式
from survive.
我们群里有人也用actor模式, actor 既有c++层面的, 也有脚本层面的,现在只支持lua, 语义很类似erlang.
https://github.com/nousxiong/gce
from survive.
我们现在基本上都正在往实际工程里用呢
from survive.
这个项目我知道.我对actor没有特殊喜好.chuck倾向作为基本组件库.不作为框架限定使用模式.
from survive.
你用纯lua开发逻辑, 有没有啥心得.
lua 没有好的IDE ,调试环境, 无类型, 感觉写大型逻辑吃力的
现在c++11,简洁这么多, 用lua写纯逻辑没啥优势啊 ?
from survive.
就算不用c++11, 用c# 也是很好用的啊
from survive.
lua肯定不能用于开发大型游戏.总体代码量5W已经到上限了.
相比于c++和C#,lua最大吸引我的是内置的coroutine,可以舒舒服服的写异步逻辑.
from survive.
https://github.com/mpeterv/luacheck 看下这个项目 可以对lua做静态检查避免一些低级错误
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Related Issues (4)
- 性能测试报告有吗 HOT 1
- 启动丢失msvcr100.dll HOT 14
- 关于Survive的运行 HOT 8
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