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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <H1>[Nel] NeL Network Engine</H1>
+ <B>Zane</B>
+ <A HREF="mailto:zane%40supernova.org"
+ TITLE="[Nel] NeL Network Engine">zane@supernova.org</A><BR>
+ <I>Wed, 28 Feb 2001 11:08:22 -0800</I>
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+<PRE>----- Original Message -----
+From: &quot;Nicolas Hognon&quot; &lt;<A HREF="mailto:cblt@cblt.org">cblt@cblt.org</A>&gt;
+Subject: Re: [Nel] NeL Network Engine
+
+
+&gt;<i> but the design of a web server or a ftpserver is another
+</I>&gt;<i> thing than the design of a server for a MMORPG.
+</I>&gt;<i>
+</I>&gt;<i> i think for a web server
+</I>&gt;<i> the browser connect to the server when it need something
+</I>&gt;<i> but in a game like the one developped by nevrax
+</I>&gt;<i> you're client is always connected to the server
+</I>&gt;<i> it's not exactly the same things.
+</I>
+If nothing else this simply means that it has spent a great deal of time
+optimizing opening and closing connections (and waiting on incoming
+connections). Perhaps combining their opening/closing optimizations with
+the optimizations Jabber has made for always-on connections would give us
+the best of both worlds. I'd be willing to bet that Jabber has already
+borrowed a lot of code from projects like Apache.
+
+Anyway, at this point I don't think I have anything else usefull to add to
+the discussion since I doubt I'll get around to doing the research myself so
+back into lurker mode. :)
+
+-E.J. Wilburn
+<A HREF="mailto:zane@supernova.org">zane@supernova.org</A>
+
+
+
+
+</pre>
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