[MUD-Dev] dispatching events
gmiller at classic-games.com
Thu Jul 22 01:02:23 New Zealand Standard Time 1999
I'm working on a lockless C&C game driver at the moment, and I'm
wondering how others handle the dispatching of events. I see three
 Calling object/function pairs by name. This is simple, but it seems
rather less flexible than other approaches.
 Subscriptions. In this case I'm referring to events that trigger
calls to all subscribers as a single atomic unit. More flexible, but I
can easily envision situations where events have to be restarted
repeatedly if there are many subscribers.
 A combination of the two, using two stage events, where the first
stage generates a list of pending object/function pair calls. This would
allow each call to be handled atomically, but is far more complex.
I'm experimenting with #3 right now--anyone got any comments on the
Conspiracy theorists mistakenly assume others think before acting.
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