[MUD-Dev] dispatching events
Greg Miller
gmiller at classic-games.com
Thu Jul 22 01:02:23 CEST 1999
I'm working on a lockless C&C game driver at the moment, and I'm
wondering how others handle the dispatching of events. I see three
approaches:
[1] Calling object/function pairs by name. This is simple, but it seems
rather less flexible than other approaches.
[2] Subscriptions. In this case I'm referring to events that trigger
calls to all subscribers as a single atomic unit. More flexible, but I
can easily envision situations where events have to be restarted
repeatedly if there are many subscribers.
[3] A combination of the two, using two stage events, where the first
stage generates a list of pending object/function pair calls. This would
allow each call to be handled atomically, but is far more complex.
I'm experimenting with #3 right now--anyone got any comments on the
subject?
--
http://www.classic-games.com/
Conspiracy theorists mistakenly assume others think before acting.
*** Please limit .sigs to four lines and avoid HTML mail or posts. ***
_______________________________________________
MUD-Dev maillist - MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list