[DGD] Upgrading clones with changed internal representation
Carter Cheng
carter_cheng at yahoo.com
Tue Jun 26 00:59:13 CEST 2007
I am not sure I currently understand DGD well enough
to comment on this but I am interested in getting this
feature since without it it would be difficult to have
full persistence.
Wouldn't the problem be here (sorry if this sounds a
bit newbie) that the data inside the object would
already be potentially lost right after the
compile_program call is made to the master copy
forcing you to upgrade all the clones at once?
Thanks in advance,
--- Shentino <shentino at gmail.com> wrote:
> What I suggest is using call_touch on the clones so
> that you can
> upgrade them the instant they're played with. Sorta
> like java's
> "JIT", only with upgrading. The point is that the
> clone would be
> upgraded "just in time". A background of 0-second
> callouts to mop up
> the clone mob in the meantime would keep things neat
> in any case.
>
> At any rate, you'll need to make sure that any clone
> can be upgraded
> on the spot the moment it's been played with after
> an upgrade. To do
> that, you'll either need to catch old clones as they
> are found (or
> used), or put the mud on hold while you upgrade
> everything.
>
> A good solution would probably be something like
> Skotos's "patch" thingy.
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