I want to write a game server which haswith one thread for all clients to handle messages,message handling and use something like epollepoll to accept networkingnetwork messages. All iI/oO and database access will be processed in a thread pool and they are asynchronous and non-blocking.
My questions are
Given such a scheme, how should I handle other events/messages :(physics, game logic, etc)? Can I implement methods to handle these messages as a blocking interface in the main thread?
How should I handle other events/messages like physics, game logic etc.? Can I implement methods to handle these messages as blocking interface in the main thread?
Is there simple open source popular server(like cocox*d/unity as client) which implemented this way that I can reference.
What simple, popular servers exist (using Cocos*d/Unity as client) that I could look at for an example of this?