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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000172||LDMud||Networking||public||2004-11-26 22:11||2011-02-24 10:58|
|Summary||0000172: Inter-object communication (was: New efun: receive())|
|Description||Short: new efun receive()|
From: Dave Setty <firstname.lastname@example.org>
Date: Thu, 10 Dec 1998 02:03:04 -0500
4) I don't know if this would be generally desirable or not, but I've
also got a patch that removes the various comm efuns (write, say,
tell_object, tell_room etc) and puts in the single efun
send_message() (which is called from inside an interactive to send
a message out). The idea is to give the lib more control over how
messages are passed around, and get rid of the hardcoded applies
catch_tell() and catch_msg(). The problem is, for compatibility
there'd have to be a switch to support this stuff in the driver (or
at least a lot of supplied simuls, which can be a problem itself).
This is what MudOS does, too, and quite a big change. Eventually,
it will come, but it is better to implement generic TCP support first.
Date: Fri, 8 Jan 1999 02:02:30 -0500 (EST)
From: ak853@cleveland.Freenet.Edu (Eric Blade)
The fewer driver called applies, the better, IMHO. Similar to the
message() efun in MudOS. If you ask me, it's a great idea. I think
there should effectively b e, just tell_object(). Use send_message() as
a simul, tell_object() tells just that object, and that object
determines what to do with it. catch_tell() is still a fine name to use
as an apply. SOmewhere or other, You almost have to have an apply, so
the mudlib can figure out what to do with the message.
hell, I giuess you don't even need send_message()...
So you tell_object() a room. The room decides that it should send
everything to everyone inside it. So, it figures out what is in the
room and could possibly listen to what it's saying, and it in turn
tell_object()s all the objects that should hear it. The player object
has a catch_tell() which decides if that message is worth display to the
user or not. And so on.
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