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➜ MUDs
➜ General
➜ Suggested protocol for server to client "out of band" messages
|
Suggested protocol for server to client "out of band" messages
|
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| Posted by
| Twisol
USA (2,257 posts) Bio
|
| Date
| Reply #330 on Sat 06 Mar 2010 02:02 AM (UTC) |
| Message
| | Briefly: in WoW, the ID that each mob has persists across death. You shouldn't have to create new GUIDs, considering that most areas only have a specific amount of mobs. |
'Soludra' on Achaea
Blog: http://jonathan.com/
GitHub: http://github.com/Twisol | | Top |
|
| Posted by
| Xtian
(53 posts) Bio
|
| Date
| Reply #331 on Sat 06 Mar 2010 06:46 AM (UTC) |
| Message
| | For persistent GUIDs you could concat the counter you are using now with the reboot time of the server-session. This is what we do. (and a separator in between) | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #332 on Sat 06 Mar 2010 10:28 PM (UTC) |
| Message
|
Nick Gammon said: Remember, you will have trouble storing 1,099,511,627,776 different items in memory, that is like 1 terra-items. Even if you only used 1 byte to store each one, you wouldn't fit them all in current memory. Plus you would have to hire a few trillion builders to generate all the mob/room/object descriptions.
Well don't forget that a lot of these aren't necessarily people manually creating items; every corpse has several stages of decomposition, a game with dynamic descriptions could have a description for each combination of day/night/season/etc., and so forth. Obviously this won't get you to 'terra-items' but it shows that even with a nominal space of, say, 1,000 things you might actually be dealing with well over 5,000 attribute hashes.
Twisol said: You shouldn't have to create new GUIDs, considering that most areas only have a specific amount of mobs.
Well, until you get auto-generated mobs, or mobs that are otherwise created without going through the area reset (e.g., summoning spells). I don't see much point in persisting a mob's GUID beyond its own death, considering that we don't need to worry about keeping enough GUIDs around. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Nick Gammon
Australia (23,165 posts) Bio
Forum Administrator |
| Date
| Reply #333 on Sat 06 Mar 2010 10:57 PM (UTC) |
| Message
|
Xtian said:
For persistent GUIDs you could concat the counter you are using now with the reboot time of the server-session. This is what we do. (and a separator in between)
That's a sensible idea. Then the internal number can start at 1 and just be concatenated with a fairly small boot time number. That should allow for any contingency. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | | Top |
|
| Posted by
| Orik
USA (182 posts) Bio
|
| Date
| Reply #334 on Fri 12 Mar 2010 11:59 PM (UTC) Amended on Sat 13 Mar 2010 09:18 AM (UTC) by Orik
|
| Message
| I have just found out that when I snoop a player, all my plugins break and I can see their show_status.
Guess I'll have to figure out a 'workaround' on this.
***EDIT***
What I did was put the show_status below the snoop part and it's working fine now. | | Top |
|
| Posted by
| Henry Tanner
Finland (23 posts) Bio
|
| Date
| Reply #335 on Wed 20 Apr 2011 01:29 AM (UTC) |
| Message
| a quick question:
I need to access global stuff so what should I replace "setfenv" with? |
I got this! | | Top |
|
| Posted by
| Nick Gammon
Australia (23,165 posts) Bio
Forum Administrator |
| Date
| Reply #336 on Wed 20 Apr 2011 05:26 AM (UTC) |
| Message
| | You can do the "loadstring" without preceding it with setfenv. Then whatever is in the string has access to global variables, and potentially it might change them too. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | | Top |
|
| Posted by
| Keirath
(10 posts) Bio
|
| Date
| Reply #337 on Wed 20 Apr 2011 04:44 PM (UTC) |
| Message
| I have show_status working on an SWR and its updating properly. First off, I have to say this has been a really awesome advancement and has opened the door for alot in the SWR community. Currently, we are working on some graphical output for space combat and the likes.
The biggest complaint I have gotten out of it from others is the fact that it sends a prompt everytime the out of band messages are sent. Is there any way to avoid this? | | Top |
|
| Posted by
| Nick Gammon
Australia (23,165 posts) Bio
Forum Administrator |
| Date
| Reply #338 on Thu 21 Apr 2011 12:36 AM (UTC) |
| Message
| On my version it sends a blank line. Kinda annoying but since it is just for testing I just install my "omit blank lines plugin".
There must be a good reason, you would have to trace through the code (maybe use gdb) to work out why the out-of-band stuff triggers the prompt. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | | Top |
|
| Posted by
| KaVir
Germany (117 posts) Bio
|
| Date
| Reply #339 on Thu 21 Apr 2011 11:59 PM (UTC) |
| Message
|
Keirath said: The biggest complaint I have gotten out of it from others is the fact that it sends a prompt everytime the out of band messages are sent. Is there any way to avoid this?
The approach I used in my MSDP snippet is to set a flag whenever out-of-band data is sent to the client, then the mud checks the flag before sending a prompt or blank line. Sending a new command clears the flag. | | Top |
|
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