Chlorie
Chlorie
After researching for a while I wrote this implementation of detached spawning of coroutines quite easily, though I don't know whether it is really correct in every aspect... ```cpp namespace...
Found this undocumented [`async_scope`](https://github.com/lewissbaker/cppcoro/blob/master/include/cppcoro/async_scope.hpp) class, maybe this is the perferred way to start detached coroutines?
> seems `async_scope` disables you to acquire the result. The use case is literally fire and *forget* so how would you want to acquire the result? If you really care...
Sorry, I'm not so familiar with the internal implementation of beast. As @madmongo1 said, asio has support for 3 different types of cancellation, and if the requested cancellation type is...
The `` tag workaround doesn't seem to be working well on my side, the font size is too big to fit in the boxes... 
@lewissbaker Thanks for your explanation! Seems like there are still many knowledge gaps I need to fill in, senders & receivers are really an intricate topic. By the way, are...
Yes, I need this as well since the 1.18 update will make the chunks even larger. The hardcoded 30 seconds for login/keepalive set by the vanilla game is far too...
> Actually, the timeout is 600 game ticks, not 30 seconds. This means that if you `/tick warp` the server and it pushes the tick rate high enough, the effective...
> I cannot understand the reason? Why? Do you want port whole CPR project to C++17 or even C++20? Remember, that a lot of users don't have even C++17 in...
@Wentao-Xu Thanks for your reply, but I noticed some discrepancies between the experiment configuration described in the paper and the one you linked to: - In the link the model...