Re: Changed rnums with olc (using room-tables)

From: Harvey Gilpin (rv@twylite.demon.co.uk)
Date: 04/15/96


On Sun, 14 Apr 1996 23:34:16 -0400 (EDT), Sammy <samedi@clark.net>
wrote:

>On Sun, 14 Apr 1996, Harvey Gilpin wrote:
>> On Sat, 13 Apr 1996 19:52:28 -0400 (EDT), you wrote:
>> 
>> >updated.  Unless you're using threads, that's likely to cause some 
>> >serious lag any time you create a new prototype.
>> 
>> Agreed.  On big worlds, each new room added will cause some serious
>> lag.
>
>A possible solution might be to implement posix threads and set a mud 
>flag to prohibit movement, the exits command, look <direction>, etc until 
>the room rebuild is finished.  That would limit the inconvenience it 
>causes.

That's one option yes.  Though I still prefer fixing the data
structure to fixing it's consequences.

Besides, I know nothing about threads :)

>> >Hades' solution of 
>> >convetting prototypes into linked lists would probably be a good way to 
>> >solve problems with adding new protos.
>> 
>> I implemented this on my mud today, and amazingly it booted on only
>> it's second attempt.  Almost everything is working fine.  New room
>> creation  becomes ridiculously easy, and the whole world is so much
>> more flexible.  I highly recommend anyone considering this approach to
>> go for it.
>
>The problem with this is that modifying olc to work with this system 
>makes it pretty impractical to release,

That's not really a problem.  Both of us have already released our OLC
code for standard Circle.  Like you, I'll prolly only release a bug
fix version and then leave it at that.  So now our mud code can go in
a different direction.  CircleMUD is, after all, only a starting
point.

Cheers,


Rv.



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