Here is the problem:
If I were coding a single-threaded game only in C++ (not using CS) here is how I'd normally do things in my main loop: read input from keyboard, move things around in the world, draw to the screen.
Thus in a multiplayer game, one could do so: read input from keyboard, read in from network, move things around in world, send messeges back to network, draw on the screen.
But this does not work if you want a fast efficient networking, so the solution is obviously to make it multi-threaded where one thread continuously reads messegaes from network and sends messages out, while another thread moves the things, draws the screen, cook some eggs and whatever...
The question is, since Crystal Space is already multi-threaded, how can one do the above most efficiently?
Should I run multiple threads myself? Or should I do things as if in a single-thread and CS would (somehow) itself take care of multi-threding it?
So for instnace, if I would do all the reading-writing to network inside processframe() how would CS handle it?
Hope I've been able to explain the question and making some sense
Any help would be greatly appreciated!