[MUD-Dev] C&C and Event Rescheduling
Shawn Halpenny
malachai at iname.com
Thu Aug 14 16:25:27 CEST 1997
clawrenc at cup.hp.com wrote:
[ handling user commands event-drivenly ]
> The summary we arrived at last time was that by default user
> commands should be executed strictly sequentially. This was to be
> done via sequence number dependancies. However, we also saw a use
> in commands which were to be explicity executed in parrallel with
> other user commands. One of the primary uses for such was an
> interrupt command which more or less said, "kill the entire command
> queue NOW!".
Yep. The posts leading to this one sparked my thinking that if the
events were posted by the same object, execute them sequentially: a
generalization of the above player-command case. Is such a
generalization necessary? The above case could be implemented in the
player object itself, queuing things and doling them out as
appropriate, rather than in the event-handling systems where the
generalization would be done.
One could use a sort of "super" event that is responsible for the
execution of a series of sub-events, and successful commit of the
super would occur when all the subs themselves committed.
Unfortunately, the potential for involving a large(r) number of
objects in that super event could cause a lot of failed commits until
this super event drove the thing to single-threading.
> (Hey Jon! This is another thread to add your list of things to dig up
> -- the one about command sequencing, priority commands, command
> interrupts, and job control for asynchronous command execution. It
> was mainly between CG and myself.).
I'd certainly appreciate a look at it.
--
Shawn Halpenny
"You got a one way ticket on your last chance ride."
- "Coma"
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