[DGD]compile_object() kfun
Par Winzell
zell at skotos.net
Wed Mar 14 04:50:35 CET 2001
> > My alternative hypothesis is that since recompiling an existing
> > object does not call create() in the object, the object is not
> > re-initialized and keeps using the old data.
>
> I believe that'd explain all the results. I'll pass that
> back to the people who made the original bug report.
>
> Design question: Should the update command call create()
> in the object in such a case? I think perhaps it should.
> Anyone have an opinion one way or the other?
Hell, no. That'd kill 98% of the reason for upgrades in the first place;
typically for a daemon object the create functions reads something like,
static void create() {
user_objects = ([ ]);
}
and when you make a small API modification in your sixth year of running
a successful commercial game and your 'update' command deliberately zaps
your user database, as sort of a side-effect of recompiling the code,
you're going to be pretty damn pissed. :-)
Zell
List config page: http://list.imaginary.com/mailman/listinfo/dgd
More information about the DGD
mailing list