From f59f845410099d241174a2a371d780a265152d1b Mon Sep 17 00:00:00 2001 From: JawherKl Date: Wed, 26 Mar 2025 15:57:20 +0100 Subject: [PATCH] Improve channel content with resources --- .../content/channel@SXOEMkcVYBsRza6BPmmwy.md | 17 +++++++++++++++++ .../error-detection@vFM311xSa5OqNVove2f6j.md | 3 ++- 2 files changed, 19 insertions(+), 1 deletion(-) diff --git a/src/data/roadmaps/server-side-game-developer/content/channel@SXOEMkcVYBsRza6BPmmwy.md b/src/data/roadmaps/server-side-game-developer/content/channel@SXOEMkcVYBsRza6BPmmwy.md index e69de29bb..c545b59e1 100644 --- a/src/data/roadmaps/server-side-game-developer/content/channel@SXOEMkcVYBsRza6BPmmwy.md +++ b/src/data/roadmaps/server-side-game-developer/content/channel@SXOEMkcVYBsRza6BPmmwy.md @@ -0,0 +1,17 @@ +# Channel + +A **channel** is a synchronization primitive used to communicate between concurrent tasks or +threads, particularly in asynchronous programming. In server-side game development, channels +are frequently used to manage data flow between different components, such as game logic, +network communication, and I/O operations. `Channels` provide a thread-safe way to pass messages +or data between coroutines or threads without the need for complex locks, reducing the chances +of race conditions. This makes them ideal for handling tasks like event propagation, message +passing, or coordinating actions in multiplayer game servers. `Channels` often work in +conjunction with futures and promises to efficiently manage concurrency and improve overall +game performance. + +Visit the following resources to learn more: + +- [@documentation@Go Channel Documentation](https://golang.org/doc/effective_go.html#channels) +- [@documentation@Rust Channels for Concurrency](https://doc.rust-lang.org/book/ch16-02-message-passing.html) +- [@article@Comprehensive Guide to Channel](https://elixir-lang.org/getting-started/processes.html#using-processes-and-messages) \ No newline at end of file diff --git a/src/data/roadmaps/server-side-game-developer/content/error-detection@vFM311xSa5OqNVove2f6j.md b/src/data/roadmaps/server-side-game-developer/content/error-detection@vFM311xSa5OqNVove2f6j.md index bc5451445..8fe6bb808 100644 --- a/src/data/roadmaps/server-side-game-developer/content/error-detection@vFM311xSa5OqNVove2f6j.md +++ b/src/data/roadmaps/server-side-game-developer/content/error-detection@vFM311xSa5OqNVove2f6j.md @@ -8,6 +8,7 @@ mechanisms such as cyclic redundancy check (CRC) and parity checks may be used i network layers to enhance reliability. Effective error detection minimizes data corruption in multiplayer games, ensuring smooth gameplay and synchronization across players. -Resources: +Visit the following resources to learn more: + - [@article@Error Detection Code – Checksum](https://www.geeksforgeeks.org/error-detection-code-checksum/) - [@article@Error Control in TCP](https://www.cisco.com/c/en/us/support/docs/ip/tcp/13733-40.html) \ No newline at end of file