by Lopdo » Tue Aug 28, 2012 11:23 pm
Server I am using was always multithreaded I just did not know it and my code was not prepared for it. I did not create that low-level part that takes care of connections and stuff like that. I am using Player.IO service and their part is multithreaded. When I found out that it works like that, I rewrote my code to account for that fact, thus making it more robust and less buggy, not the other way around.
Quis custodiet ipsos custodes?
- Feel free to correct all my grammar mistakes -