[DGD] Re: Recursion in recompile(), is this correct?

Felix A. Croes felix at dworkin.nl
Mon Jan 12 14:23:50 CET 2004


Bart van Leeuwen <bart at wotf.org> wrote:

> On Sat, 10 Jan 2004, Noah Gibbs wrote:
>
> > --- Erwin Harte <harte at is-here.com> wrote:
> > > Which is where the 'block_input' kfun might come in
> > > handy. ;)
> >
> >   Yeah.  I do it during the recompile, I just don't do
> > it 'til all of the upgraded() call_out statements are
> > done.  I need to.
>
> I was thinking a bit about this and am wondering how safe this is.
> Of course if you rely on everything on your mud being upgraded, you will
> need some mechanism for upgrading everything before anything else happens
> on the mud.
>
> Will it work to do this in call_outs and just block input untill you are
> done?
> I can imagine that this will still allow for other call_outs to run in
> between your upgrade call_outs, and as a result, other threads can run
> while you are doing your upgrade still.
>
> My take would be that you really need to do this all at once, and just
> ensure you do not run out of ticks by properly using rlimits
>
> Also, I do not see what you get from splitting it up over multiple
> call_outs, you are going to block the entire mud anyway, and imho it would
> be more efficient to finish the task at hand as quickly as possible.
>
> What I am suggesting is to use unlimited ticks for a 'main loop' that goes
> through all the objects that need to be upgraded, and use a limit only for
> each individual upgrade.

This works fine as long as all of your objects with programs can be held
in memory together.  In some muds, that is not feasible.  In such a case,
you have to break up the upgrading process in order to let DGD swap out
objects between LPC threads.

You do have to block callouts as well as input from users, in order to
prevent interruptions.  These are both dangerous operations, since an
error can effectively halt the mud without a way to restart it.  But it
can be done.

Regards,
Dworkin
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