On Sun, 14 Apr 1996 23:34:16 -0400 (EDT), Sammy <firstname.lastname@example.org> 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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