MUD-Dev
mailing list archive

Other Periods  | Other mailing lists  | Search  ]

Date:  [ Previous  | Next  ]      Thread:  [ Previous  | Next  ]      Index:  [ Author  | Date  | Thread  ]

Re: [MUD-Dev] C&C and Event Rescheduling



clawrenc#cup,hp.com wrote:

[ handling user commands event-drivenly ]

> The summary we arrived at last time was that by default user
> commands should be executed strictly sequentially.  This was to be
> done via sequence number dependancies.  However, we also saw a use
> in commands which were to be explicity executed in parrallel with
> other user commands.  One of the primary uses for such was an
> interrupt command which more or less said, "kill the entire command
> queue NOW!".

Yep.  The posts leading to this one sparked my thinking that if the
events were posted by the same object, execute them sequentially:  a
generalization of the above player-command case.  Is such a
generalization necessary?  The above case could be implemented in the
player object itself, queuing things and doling them out as
appropriate, rather than in the event-handling systems where the
generalization would be done.

One could use a sort of "super" event that is responsible for the
execution of a series of sub-events, and successful commit of the
super would occur when all the subs themselves committed. 
Unfortunately, the potential for involving a large(r) number of
objects in that super event could cause a lot of failed commits until
this super event drove the thing to single-threading.

> (Hey Jon!  This is another thread to add your list of things to dig up
> -- the one about command sequencing, priority commands, command
> interrupts, and job control for asynchronous command execution.  It
> was mainly between CG and myself.).

I'd certainly appreciate a look at it.

-- 
Shawn Halpenny

"You got a one way ticket on your last chance ride."
                                        - "Coma"



Other Periods  | Other mailing lists  | Search  ]