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Steamworks > HTTP Requets > Non-Threaded requests


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KyleS
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Join Date: Jul 2009
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Old 06-02-2018 , 20:01   Re: Steamworks > HTTP Requets > Non-Threaded requests
Reply With Quote #1

Code:
snd_debug_sleep
isn't present on all games; it might just even be CS:GO.

Out of principle I'd say the paradigm should be adjusted so your code can handle callbacks as it's all networked anyways and latency is to be expected. Blocking like this on a single threaded platform is almost certainly bad news and doesn't reflect the normalcy of the era.
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Neuro Toxin
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Old 06-03-2018 , 00:52   Re: Steamworks > HTTP Requets > Non-Threaded requests
Reply With Quote #2

Quote:
Originally Posted by KyleS View Post
Code:
snd_debug_sleep
isn't present on all games; it might just even be CS:GO.

Out of principle I'd say the paradigm should be adjusted so your code can handle callbacks as it's all networked anyways and latency is to be expected. Blocking like this on a single threaded platform is almost certainly bad news and doesn't reflect the normalcy of the era.
When you look at socket coding in general the paradigm is to give the choice by having both threaded and non-threaded operations. Even Sourcemod does this with the SQL API. To force people to use threaded operations because you beleive there is no legitimacy for non-threaded operations is naive imo.
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Last edited by Neuro Toxin; 06-03-2018 at 00:54.
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nosoop
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Join Date: Aug 2014
Old 06-03-2018 , 12:29   Re: Steamworks > HTTP Requets > Non-Threaded requests
Reply With Quote #3

Quote:
Originally Posted by Neuro Toxin View Post
When you look at socket coding in general the paradigm is to give the choice by having both threaded and non-threaded operations. Even Sourcemod does this with the SQL API. To force people to use threaded operations because you beleive there is no legitimacy for non-threaded operations is naive imo.
Emphasis on the fact that it's a single threaded platform. Blocking would be fine if there was nothing else going on (e.g., utility scripts or simple applications), but there's expectations that a game server is able to respond in a predictable amount of time.

SteamWorks only has async HTTP/S functions anyways, so you're more than welcome to blame Valve for forcing this on you.

As an aside, snd_debug_sleep isn't present on the Linux version of the CS:GO dedicated server.
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Last edited by nosoop; 06-03-2018 at 23:02.
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KyleS
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Join Date: Jul 2009
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Old 06-03-2018 , 14:34   Re: Steamworks > HTTP Requets > Non-Threaded requests
Reply With Quote #4

Quote:
Originally Posted by Neuro Toxin View Post
When you look at socket coding in general the paradigm is to give the choice by having both threaded and non-threaded operations.
No, it isn't.

Quote:
Originally Posted by Neuro Toxin View Post
Even Sourcemod does this with the SQL API. To force people to use threaded operations because you beleive there is no legitimacy for non-threaded operations is naive imo.
Remember you have at the most 8ms to complete an operation before it's apparent to clients in-game. Using blocking operations like this to foreign servers is going to actively cause harm from an ancient mindset.
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hmmmmm
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Join Date: Mar 2017
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Old 06-04-2018 , 03:54   Re: Steamworks > HTTP Requets > Non-Threaded requests
Reply With Quote #5

Quote:
Originally Posted by Neuro Toxin View Post
Even Sourcemod does this with the SQL API.
Pretty sure even Sourcemod is trying to phase out non-threaded queries in new syntax.
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