[DGD] Where did all the players go?

Raymond Jennings shentino at gmail.com
Wed Dec 13 10:43:49 CET 2017


DGD does this a lot easier.

Also...as you can probably already see for yourself, doing it the
save/load way at least requires cooperation from LPC not to hide
anything important.

Which touches on a related issue I wanted to bring up:

Trust.

For good security reasons, you may well want certain code and
variables to be isolated from others.  This is one of the principles
enforced by the kernel library's design.

DGD's snapshot mechanism keeps everything preserved, but WITHOUT
requring two pieces of code to get in bed together when normally they
may want to stay at arms length from each other for security reasons.

I'm not just talking btw about players who want to cheat, or an I3
daemon that you obviously want to keep sandboxed because it interacts
with alien data.

I've found kernel's separation to be a very handy debugging feature
and forcing internal API requests to go through the proper channels
can also isolate stuff so that if something goes wrong it doesn't blow
up something else.

DGD's snapshot mechanism is simple and clean and gets the job done.

On Wed, Dec 13, 2017 at 1:37 AM, Blain <blain20 at gmail.com> wrote:
> I just don't agree that it requires a lot of hacks to convert private
> variables, objects, and call_outs to a nested mapping of strings.  The lima
> mudlib implanted something along these lines, though I never played the lib.
>
> I'm not knocking out downplaying persistent mechanics.  DGD saves a lot of
> trouble with its way of implementing it.
>
> Still, my main gripe was about the idea of keeping the whole world in
> RAM/swap and using OLC to author world items and rooms.  It's just not a
> safe proposition in my opinion.  At least hanging a set of files which can
> create a world with no snapshot should likely be the center of most game
> designs, if not all. I fall to think of any game designs which don't need
> to use the disk to give a game something to to back to in the event the
> snapshots are lost or were wrong all along for some reason.
>
> On Dec 13, 2017 03:27, "Felix A. Croes" <felix at dworkin.nl> wrote:
>
>> Blain <blain20 at gmail.com> wrote:
>>
>> > Full persistence can be achieved using save files.
>>
>> Save files don't save private variables, objects, or callouts.
>>
>> Full persistence: you are in a fight and the next hit will determine the
>> outcome.  If the state of the game can be saved and restored at this
>> point without the player noticing, then you have full persistence.
>>
>> Regards,
>> Felix Croes
>> ____________________________________________
>> https://mail.dworkin.nl/mailman/listinfo/dgd
> ____________________________________________
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