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1  Game Development / Networking & Multiplayer / Re: SocketChannel doesn't wait on: 2003-12-09 08:58:59

there is a bug in the bug database from sun. It seems that I have this problem:

2  Game Development / Networking & Multiplayer / SocketChannel doesn't wait on: 2003-12-08 08:11:09
Hi there,

the Socket Channel doesn't wait for incoming messages. The select() Method always return.

--> I got 100% CPU utilization because the while is always running.

Any suggestions ?

Here is the code snippet:

InetSocketAddress socket = new InetSocketAddress("C9769CE0",8100);
           socketChannel =;
           Selector selector = SelectorProvider.provider().openSelector();            
           SelectionKey key = socketChannel.register(selector,SelectionKey.OP_READ);
           CharBuffer charBuffer = CharBuffer.allocate(1024);
           int keysAdded;
           while (true)

--> the select method dont wait here for incoming messages ?
3  Java Game APIs & Engines / Java 2D / Re: UML for Games on: 2003-08-01 08:05:48
UML is always good if you have a complex application and many people are working on. Non-develper also can better understand the internals. Or if new ones comes to the project.

But for a small group of developer, it's often too time intesive to create UML diagram, because nobody uses it.

4  Discussions / Business and Project Management Discussions / Re: Can one man write a good game anymore? on: 2003-07-31 05:06:29
I would say two persons can write a good game. The advantage is, that you can discuss your problems and this can be very effective. (Like extreme programming).

Then you need a third person for marketing, sales etc... (or much more ?) Because if you can make a good game you dont sell it because nobody knows it. But if you invest to much in marketing then you cannot write good games in time..

5  Java Game APIs & Engines / Tools Discussion / Executable java programs without jvm on: 2003-07-31 04:57:06
Is there only jet to make executable java programs or is there another tool on the market ?

6  Java Game APIs & Engines / Java 2D / Re: UML for Games on: 2003-07-31 04:53:43
Normally you can use UML for all types of OO programming (dont know if UML support functional languages like C ??)

But what do you mean with Game Diagram ?

7  Game Development / Networking & Multiplayer / Re: Manage Clients on serve side with java.nio on: 2003-07-31 04:46:25

I dont know how many clients / server I want. Now I would say as much as possible.

I use a classic client / server architechture (Swing app + java server).

I start with the observer pattern (with NIO), that means every client can subsribe for a chat / game room and gets the informations from all other clients.

Now I cant give you more informations (how many clients, performance etc.) , because the project is now "sleeping" (that means my current job is too time intensive ;-( ).

But after I finished my chat- and game-room server, I can use this for various other apps.


8  Game Development / Networking & Multiplayer / Re: Would Jboss and EJB be usefull ? on: 2003-04-09 07:57:50
I dont ping all my clients to see if they are alive. I catch the I/O Exceptions if I want to send messages to the client. If the exception occurs I know that this client doesnt shutdown normally and isnt avaible.  --> I delete this client from the list.

If the client doesnt crash, then the clients sends a shutdown message to the server--> the server knows that this client is not avaible in the future --> delete this client from the list.
9  Game Development / Networking & Multiplayer / Re: Would Jboss and EJB be usefull ? on: 2003-04-08 15:00:03
10  Game Development / Networking & Multiplayer / Re: Would Jboss and EJB be usefull ? on: 2003-04-07 15:42:24
With ejb you cannot send asynchronous messages from the server to the client. Normally a client sends a request to the ejb server (with lookup etc...) and waits for the answer.

With ejb 2.0 you have the possibility to use Message Driven Bean. These beans can send messages to the clients. Every client can "register" for one theme.

But I think more than a news ticker isn't possible.

But with an ejb-server you need more bandwith than with a pure TCP connection.

If you want to handle every client separtly you have to implement your own I/O protool over TCP or UDP.

But on the server side, you can use an EJB server as an database interface behind your network interface.

11  Game Development / Networking & Multiplayer / Re: Manage Clients on serve side with java.nio on: 2003-04-06 16:41:34
But  if I send private messages from one client to another, I cannot use your solution ? Then I need to know where the other user is ?
Also if I use a "friend list", the server have to know if someone is online or offline (if the person is on my list). So I have to manage every client separatly ?

12  Game Development / Networking & Multiplayer / Manage Clients on serve side with java.nio on: 2003-04-03 11:38:26

E.g. you have a chat server, an you want to send a private message to another client. (or send the message to
several clients only in the same chat-room)
What is the best way, to manage these clients on the server side(every User gets an id an the SocketChannel are saved in a Hashtable, then select every user etc..) ?

Or do you have a better solution ?


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