May 2003
- NetGames 2003: CFParticipation Sugih Jamin
- MUD codebases Chris Saik
- MUD codebases Ammon Lauritzen
- MUD codebases Caliban Tiresias Darklock
- MUD codebases Linder Support
- MUD codebases J C Lawrence
- Flow of messages sanxion sanxion
I have been pondering upon the flow of messages that
are handled on the server when something occurs. Lets
say a player gives another player items. This
generates a bunch of information for example:
1. Text relevant to all players in the room:
Player X1 gives Y to Player X2.
Etc.
2. Text relevant to the giver:
Player X2’s hands are full.
3. Text relevant to the receiver:
Player X1 tries to give you Y, but your hands are full.
4. Events sent to npc:s:
Event(Player X1, give, Y, Player X2)
Up to now I have used a model that resembles sending e-mail. I set a
1) content-type, 2) content, and 3) add a number of
receivers. Receivers can be clients, npc:s, special scripts, or
loggers. Content-types can be text or events. Each receiver parses
the message in the way they were designed to. A npc might perform an
action, loggers would log text to a file, a client send a message to
the buffer etc. etc.
I have come to the understanding that most muds process messages in
the same function/method. This seems fairly inflexible to me. Anyone
agree or disagree? Is the model I’m using something to extend upon
or are there better solutions? Perhaps someone could give me a
breakdown of what they use and if I’m out hiking?
By the way this is a Java hobby mud.
Looking for guidance and expertise,
Sax - Flow of messages Ammon Lauritzen
- Flow of messages Ben Chambers
- Flow of messages Travis Casey
- Flow of messages Brian Lindahl
- Flow of messages Ben Chambers
- Flow of messages Brian Lindahl
- Flow of messages sanxion sanxion
- Flow of messages Brian Lindahl
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- UDP vs TCP for MUD/MMORPG project. Crosbie Fitch
- UDP vs TCP for MUD/MMORPG project. William
- UDP vs TCP for MUD/MMORPG project. Byron Ellacott
- UDP vs TCP for MUD/MMORPG project. Evan Cortens
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