On Fri, 3 Jan 1997, Brian Jones wrote: > <lines from mobpsec.c starting from line 46 snipped> > Do I have this right? Or is this calling something else. If it > matters, this is from bpl11. thanks for your help. I already have code for > some customized guards and am working on a captian that simulates the > mayor and follows a path around the city. Oops... I could have sworn spec_procs were called after all the mob flag actions... sorry about that. > Another person emailed me and told me having 100-150 spec_procs on > a mud with a large amount of playes would lag the mud to badly. I guess I > will try it and see the results. But I found a page that may be of use to > me in coding spec_procs that don't preform unneeded code. > http://seka.nacs.net/~heller/optimize/ > run by one of my admins :) Maybe it will be of use to someone. Hm... Seeing as you've seen a lot of the code, which do you think would really make the mud lag more; a large number of players playing, or a 100-150 spec_procs being called every PULSE_MOBILE seconds... Anyhow, having a large number of players would multiply some of the lag made by spec_procs. In either case, optimizing on behalf of both doesn't do much when actual netlag is involved :P. Alvoria MUD -- "" Address -- telnet://conan.ids.net:4000/ Homepage -- http://users.ids.net/~mudguy/ Host Site -- http://www.ids.net/ +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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