[DGD] Aliases & Stacked commands

dannic at orpgs.com dannic at orpgs.com
Wed Mar 24 01:16:10 CET 2004


When I originally looked into creating an alias function for Karealia, I found
that 98 percent of users use a client which can handle aliasing on the client
side.  Decided that only commands used in some frequency would get aliased and
if a player wants to alias a set of commands they can use their client.

Maybe this isn't exactly a proper way to treat prosepective users but it has
been a good idea on my part.

Quoting Michael McKiel <crashnbrn71 at yahoo.ca>:

> I'm in the process of completing an aliasd.c an alias command and the
> inheritable into the user file, and have come across what is a potential
> problem, wherein an alias can do multiple actions
> 
> ie: alias foo this;that;another
> 
> The problem is that when the alias is expanded all the actions are
> performed,
> and perhaps too quickly - meaning if it was a client-side alias, each bit
> would get re-sent to be passed thru the given user's receive_message() but
> since this is an in-game/system alias the active thread wont end until the
> whole alias has been processed.
>     I've considered a few different work-arounds for this, but none seem to
> be very clean. And even the possibility of a to-do command-stack (array)
> stored in a given user object, with a possible timed delay, but then if you
> make that a series of call_out's to perform the command then you lose the
> current 'this_user()' 
>     Has anyone else tackled this problem, or have any different suggestions
> on how one might go about it? Would a call_out that calls into a user's
> receive_message in essence make them this_user() ? 
> 
> When I started alias and its related functions I figured piece of cake, its
> becoming immeasurably more complex than the helpd heh.
> 
> 
> 
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