[Freeciv-Dev] Re: Default/optional entries in rulesets
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On 1999-09-16 10:25:14, Artur Biesiadowski wrote:
> Daniel Burrows wrote:
>
> >
> > If you do this, there's a feature I'd like to request: player-specified
> > scripts to be run as triggers/hooks in the server. I'm not sure if this is
> > even
> > feasible, particularly with Guile, but the idea is that you'd create a
> > global
> > environment containing only procedures which do things in the server that a
> > player could do; eg, "change the production of this city" or "attack this
> > unit".
> > Perhaps they could be implemented as closures which know the player that
> > they're running for?
> >
>
>
> User provided scripts is very different thing. We would need security
> layer for system access, security layer for game interface so player
> would not know/change too much and quite smart overseer program that
> would ill runaway processes, ones that allocate too many memory etc.
> Debuggin such programs could be horrible thing. Anyway it is not
> possible with guile, not with java (no way to control thread cpu/memory
> usage except imposing global limit on everything), I don't know about
> the others, but I really doubt if any mainstream language has all of it
> implemented.
>
> It is a lot easier/faster to stay server side only, without any checks,
> aborting on error etc.
>
> There was a project called ClientX I think that was meant to include
> client side AI and scripting. I think that hooks you are talking about
> should be done in client. Of course it means that they will not always
> run fast enough, for example to attack unit running by, but are a lot
> easier to control for resources (it is client machine after all) and for
> knowledge (client do not know data player shouldn't know)
Don't count on that ClientX project for anything... :)
Sure, You could search the archive for ideas but I'm now a
lot less 'do it in the client' convinced... :)
What I would like is some feature to customize existing scripts in the
server from the server... So, these scripts would be like objects who's
behaviour depend on properties that the client can set...
There's really not much point in having scripts here...
I think scripts belong in rulesets...
/Daniel
--
Now take a deep breath, smile and don't take life so seriously... :)
- Re: [Freeciv-Dev] Re: Default/optional entries in rulesets, (continued)
- Re: [Freeciv-Dev] Re: Default/optional entries in rulesets, David Pfitzner, 1999/09/12
- [Freeciv-Dev] Re: Default/optional entries in rulesets, Sebastian Bauer, 1999/09/13
- Re: [Freeciv-Dev] Re: Default/optional entries in rulesets, David Pfitzner, 1999/09/13
- [Freeciv-Dev] Re: Default/optional entries in rulesets, Sebastian Bauer, 1999/09/14
- Re: [Freeciv-Dev] Re: Default/optional entries in rulesets, Artur Biesiadowski, 1999/09/14
- [Freeciv-Dev] Scripting Language (was: Default/optional entries in rulesets), Sebastian Bauer, 1999/09/14
- Re: [Freeciv-Dev] Scripting Language, Artur Biesiadowski, 1999/09/15
- Re: [Freeciv-Dev] Scripting Language (was: Default/optional entries in rulesets), Artur Biesiadowski, 1999/09/15
- Re: [Freeciv-Dev] Re: Default/optional entries in rulesets, Daniel Burrows, 1999/09/15
- Re: [Freeciv-Dev] Re: Default/optional entries in rulesets, Artur Biesiadowski, 1999/09/16
- [Freeciv-Dev] Re: Default/optional entries in rulesets,
Daniel Sjolie <=
- [Freeciv-Dev] Re: Default/optional entries in rulesets, Daniel Burrows, 1999/09/19
- [Freeciv-Dev] Re: Default/optional entries in rulesets, Artur Biesiadowski, 1999/09/20
- Re: [Freeciv-Dev] Re: Default/optional entries in rulesets, David Pfitzner, 1999/09/14
- [Freeciv-Dev] Re: Default/optional entries in rulesets, Sebastian Bauer, 1999/09/15
Re: [Freeciv-Dev] Default/optional entries in rulesets, Artur Biesiadowski, 1999/09/12
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