Perhaps this is obvious, and/or I’m simply way too tired…but how should my server’s game loop be handled when using KryoNet?
My main game logic takes place using an entity system, so I’m not sure how to integrate KryoNet’s message handling with this. For instance, when the user sends a IWantToMovePacket, should I handle the movement in the receiving (KryoNet’s) thread? Couldn’t that cause synchronization problems? Or is it exactly that, and I need to synchronize something (and if so, what)?
My problems would be solved if KryoNet could be run in the same thread as the rest of the game, but I don’t think that would work.
Any help would be greatly appreciated!