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<H1>RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</H1>
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<LI><em>To</em>: <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Subject</em>: RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</LI>
<LI><em>From</em>: "Ian Macintosh" <<A HREF="mailto:iman#issystems,co.nz">iman#issystems,co.nz</A>></LI>
<LI><em>Date</em>: Sat, 20 Nov 1999 06:03:10 +1300</LI>
<LI><em>Importance</em>: Normal</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
> Bruce Mitchener, Jr. wrote:
> Sent: Friday, 19 November 1999 14:20
>
> That just gives AI an advantage over players and
> requires them to be in the
> same process space as the rest of the system. As for
> your efficiency point,
> I don't plan on sending text messages to any of them.
> World events will
> travel to any interested and connected server and to
> the clients.
> Presentation of the world events or processing of the
> world events is a
> client issue. With proper authorization, clients will
> be able to produce
> various world events as well. This would allow even
> stuff like a weather
> system to be separated out into a rather specialized
> 'client'. AI wouldn't
> suffer any disadvantages that I can tell by doing it
> this way over having it
> in the same process space.
I simplified vastly in talking about how I solve some of the traffic
and computational problems. One of the biggest things I try to focus
on is the somewhat millitary minded 'need-to-know' principle. I have
a '.watchers' property which tells me which connection objects are
interested in receiving notification messages when some other object
does something. That way I don't simply broadcast every thing out to
every server and client. If you haven't registered an interest in a
location, mob, event, etc, you don't get told about it.
The 'rather specialized "client"' you mention above is what I call
another server. Never, never, ever, let something be decided on a
client under the control of your player that will affect anything
except perhaps visual or sound output. You'll just get cracked and
hacked a la Diablo flavour. I find it so incredible that a program
with such technical excellence can fall into such a simple trap. But
then, they probably never saw any value to a server based product, and
without that, there's no way around it.
What you say above though, I agree with whole-heartedly. Good design
will give you all the advantages, and none of the disadvantages.
Regards,
Ian.
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
<A HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>
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<LI><STRONG><A NAME="00391" HREF="msg00391.html">Re: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></STRONG>
<UL><LI><EM>From:</EM> "Bruce Mitchener, Jr." <bruce#puremagic,com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00379" HREF="msg00379.html">Re: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>,
Mik Clarke <a href="mailto:mikclrk#attglobal,net">mikclrk#attglobal,net</a>, Thu 18 Nov 1999, 21:11 GMT
</LI>
<LI><strong><A NAME="00364" HREF="msg00364.html">RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 18 Nov 1999, 17:00 GMT
<UL>
<LI><strong><A NAME="00403" HREF="msg00403.html">RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>,
Ian Macintosh <a href="mailto:iman#issystems,co.nz">iman#issystems,co.nz</a>, Fri 19 Nov 1999, 20:30 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00391" HREF="msg00391.html">Re: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>,
Bruce Mitchener, Jr. <a href="mailto:bruce#puremagic,com">bruce#puremagic,com</a>, Fri 19 Nov 1999, 01:23 GMT
<UL>
<LI><strong><A NAME="00395" HREF="msg00395.html">RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>,
Ian Macintosh <a href="mailto:iman#issystems,co.nz">iman#issystems,co.nz</a>, Fri 19 Nov 1999, 18:26 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00289" HREF="msg00289.html">[MUD-Dev] Sony's EverQuest Admits Using Diku</A></strong>,
Locke <a href="mailto:theisles#mugs,net">theisles#mugs,net</a>, Wed 17 Nov 1999, 16:31 GMT
<UL>
<LI><strong><A NAME="00297" HREF="msg00297.html">Re: [MUD-Dev] Sony's EverQuest Admits Using Diku</A></strong>,
rnicoll <a href="mailto:rnicoll#respc-jrn,res.st-andrews.ac.uk">rnicoll#respc-jrn,res.st-andrews.ac.uk</a>, Wed 17 Nov 1999, 17:20 GMT
</LI>
<LI><strong><A NAME="00304" HREF="msg00304.html">Re: [MUD-Dev] Sony's EverQuest Admits Using Diku</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Wed 17 Nov 1999, 21:24 GMT
</LI>
<LI><strong><A NAME="00314" HREF="msg00314.html">Re: [MUD-Dev] Sony's EverQuest Admits Using Diku</A></strong>,
Wendy Winkler <a href="mailto:dionyza#peace,tbcnet.com">dionyza#peace,tbcnet.com</a>, Wed 17 Nov 1999, 23:17 GMT
</LI>
</UL>
</LI>
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