Le Mardi 12 Juin 2001 00:16, vous avez écrit : > gros wrote: > > This is the latest revision of Crossfire Scripting Extensions. > > > > What's new from b10 ? > > > > - Some minor modifications in crossfire-message function (now allows an > > optional color arg). > > Note that that feature may very well go away. AT some time, the message > handling between server and client will get updated, such that the server > will tell the client the type of content the message has, and the client > will then choose appropriate font and color to display it in. In theory, > these settings would also be customizable by each player, so some could > have level gain info in red, while another could be using a bold font in > blue. I included it because of some players/map makers suggests. I didn't knew there was a project about new message formatting system. > > What is planned for b12 ? > > - New script event triggered for armours whenever the wearer is being > > attacked; > > - Basic multithread capabilities for asynchronous script execution; > > - Character controller modification by scripts. > > do we have any performance related information on the use of scripting? > > While having most every object have its own script (armor trigger event, > weapon triggered events, etc), what will be the end result for having > thousands of scripts potentially active? Memory consumption? cpu > consumption (even if threaded, unless on a multi cpu system, it means it > will still be taking cpu time from other processes). What I'm really > getting at here is that before pursuing lots of objects having their own > scripts, we may want to find out if the server will be able to reasonably > handle that. Only 127 simultaneous scripts are allowed right now, so 'thousands of scripts potentially active' is not going to happen. I also admit that I didn't had multithreaded scripts in mind when I first thought about using the pthread lib - I was thinking about solving some problems with spellcasting (A player can sometimes be locked for several seconds before being able to react to spells cast on him). I also think the multithreading of scripts could cause some problems; that's why I didn't included any code related to that. I'm doing lots of tests to see if it is truly useful/efficient.