I'm loving TNet so far (bought it 2 days ago). I'm making what some would call an MMO, but it really isn't like WoW or anything like that.. more of a graphical representation of a MUSE/MUD.
1) So, if I added some custom packets for RegistrationRequest/Response and LoginRequest/Response and stored it in a lite database on the server side. Would that slow down the whole server while it accessed the DB to read/write? Or is it multi-threaded for each connection?
2) If I wanted the server to do some lightweight spawning of things in a scene, is that something I can throw in the main loop somewhere? (I haven't looked at the server code enough yet to figure out where that might go) I know that TNet is really meant to be a client controls everything type server, and for the most part that is fine with me for now (assuming I can figure out anti-cheating/authoritative stuff later)
I know this kind of thing isn't really designed into this product, but it really is lightweight stuff I want to do. Even player tracking packets will only happen a couple times a second with lots of prediction code on the client side.
Thanks!