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IDProjectCategoryView StatusLast Update
0000172LDMudNetworkingpublic2011-02-24 09:58
ReporterlarsAssigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
Status newResolutionopen 
Summary0000172: Inter-object communication (was: New efun: receive())
DescriptionShort: new efun receive()
From: Dave Setty <garpoz@locallink.net>
Date: Thu, 10 Dec 1998 02:03:04 -0500
Type: Feature
State: Unclassified

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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related to 0000201 feedback LDMud 3.5 Can catch_msg() be removed? 

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Issue History

Date Modified Username Field Change
2004-11-26 21:11 lars New Issue
2011-02-24 09:56 zesstra Relationship added related to 0000201
2011-02-24 09:58 zesstra Summary New efun: receive() => Inter-object communication (was: New efun: receive())