On Wed, 14 Apr 1999, Anthony Benjamin wrote:
> do{
> dreams junk
> }while(originialHP < GETHIT(ch))
Which wouldn't be a good idea since CircleMUD is a non-threaded,
multiplexing, asynchronous server. In other words: nothing would be done
until the function terminates. If I do,
while (1) {
... connection and timing handling
some_function(tick);
tick++;
}
void some_function(int tick)
{
while (!(tick % SOME_VAL)) {
...
}
}
assuming the internal loop of some_function() doesn't alter tick, we have
an infinite loop. If some_function() does alter the value of tick, then
we have poor programming and what would be perceived as lag by other
connections to the game while some_function() does whatever it needs to
do, which means CircleMUD would be completely unresponsive until such time
as some_function() returns -- which may be nearly instantaneous, as all of
CircleMUD's functions are; several seconds; several minutes; several
hours. Whatever. It's *NOT* a good idea.
-dak
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