View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000172 | LDMud | Networking | public | 2004-11-26 21:11 | 2011-02-24 09:58 |
Reporter | Assigned To | ||||
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | new | Resolution | open | ||
Summary | 0000172: Inter-object communication (was: New efun: receive()) | ||||
Description | Short: 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? |