Opinion about game server implementation (sockets)
(dunno if I should have posted this under communications forum)
It's time to put all things together I've learned and found. Haaf's Game engine, sockets (server listening for client connections written for Linux, client application with Haaf's engine for user entertainment) and MySQL client code. All tried with success.
I have yet to write the game to test all these technologies since there's an obstacle:
"How to make server sockets handling"
All examples I've seen are fork()ing child processes for each client connection. Ok, if this is right way to do it, I have already been learning things like shared memory, pipes and all that funky stuff. BUT! If my intention is to make simple _multiplayer_ game to try out what I've learned, I could also make connection pool for client connections and have loads of loops to serve each connected client, right? OR! I could write operating system tasks (my guess it's possible, learned that funky stuff while writing apps for uC/OS-II) and communicate with them using semaphores or other funky business ;)
So my big beg for opinion is; Should I go with fork()'s OR with loopy spaghetti OR with some task-implementation? If my intention is only try out this, then loopy spaghetti would be good, right? But fork()ed processes would give me more flexibility?
Or some other way I havent discovered yet (hopefully not, that would mean lots of more study again).
Thanks for your time if you read all the way down here ;)