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Re: [MUD-Dev] Naming and Directories?
Chris Gray wrote:
> [Mark Gritter:]
>
> >In MUDs I'm familiar with, directories seem to be done in a very ad-hoc
> >fashion. Objects may have no name associated with them at all, or a
> >name can be discovered only by exhaustive search.
> >
> >Dikus are a partiularly bad example here. Doing a "tell" may involve
> >scanning the entire list of online players. Objects (I mean driver-level
> >objects including mobs and items) are named only by their location in memory;
> >object prototypes have essentially meaningless integer IDs.
Not a reply to Chris, but to the original, which seems to have escaped me.
Given a task of sending a message to a specific player, when that player could be
located anywhere within the mud, how do you propose to do it faster than by running
the list of all connected players? Sure, a binary index by name might help, but I
suspect you'd have trouble seeing the saving...
Mik
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- Thread context:
- Re: [MUD-Dev] Naming and Directories?, (continued)
- Re: [MUD-Dev] Naming and Directories?,
Matthew D. Fuller fullermd#futuresouth,com, Fri 12 Mar 1999, 11:04 GMT
- Re: [MUD-Dev] Naming and Directories?,
Hans-Henrik Staerfeldt hhs#cbs,dtu.dk, Fri 12 Mar 1999, 12:56 GMT
- Re: [MUD-Dev] Naming and Directories?,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 13 Mar 1999, 12:57 GMT
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