[MUD-Dev] Re: PDMud thread summary

Jo Dillon emily at thelonious.new.ox.ac.uk
Fri Oct 23 21:38:30 New Zealand Daylight Time 1998

Jon Leonard (jleonard at divcom.slimy.com) spake thusly:
> There really aren't that many OS features that a MUD needs to use, and with
> a modular design, these can often be isolated.
> I think the only things that all modules would have to be aware of are
> dynamic linking and threads.  There should be compile time options to
> turn those off, too.  (My old computer supports neither, for example.)
  Threads tend to be an all-or-nothing thing; it's hard to just
'switch them off' :)
> Filesystem access and player communications should probably be isolated to
> singles modules, so the effort of porting them to exotic systems should
> be fairly low.
> In short, I think portability is important, and with only a little extra
> effort we can make stuff portable even beyond the range of posix systems.
> Things we'll have to be careful about for portability:
> Endianness (sending data between systems might get mangled)
> 64-bit cleanliness (sizeof(int) isn't necessarily sizeof(pointer))
> Threads
> Sockets and other non-blocking IO
> Other things I haven't thought about

  Threads and sockets should definitely be abstracted IMHO; I've got
a thin blocking socket and threads wrapper somewhere.


Harmony - the project to create an LGPL Qt clone

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