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Editorial Team
Asked: May 12, 20262026-05-12T16:31:12+00:00 2026-05-12T16:31:12+00:00

In my case I’ve got a game server, with the CLR threadpool handling the

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In my case I’ve got a game server, with the CLR threadpool handling the sockets, and a managed threadpool for the other stuff. I’m trying to figure out what the best way to handle events like, an npc casting a spell, or despawning after a set period is.

I could just write some sort of Timer wrapper that gets a new (managed)threadpool thread for each action I want to perform, like new TimedEvent(1500, npc.Cast(Spells.FireBall)); and have it check against the system time, but, I think, with multiple timers like that running, each individually checking the elapsed time is inefficient.
Would some sort of dispatcher thread be better?

Thanks in advance.

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  1. Editorial Team
    Editorial Team
    2026-05-12T16:31:12+00:00Added an answer on May 12, 2026 at 4:31 pm

    Have a look at how UOX3 does that in case you don’t know that server app. It’s a .Net/C# Ultima Online server.

    And to your concrete question. It depends on how many events you expect. If you expect thousands per second going the timer/thread way is likely to not really work well.

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