[CF-Devel] Crossfire Scripting Extension, version 1.0.0b11
gros
yann.chachkoff at mailandnews.com
Tue Jun 12 08:29:07 CDT 2001
Le Mardi 12 Juin 2001 00:16, vous avez écrit :
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gros wrote:
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> This is the latest revision of Crossfire Scripting Extensions.
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> What's new from b10 ?
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> - Some minor modifications in crossfire-message function (now allows an
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> optional color arg).
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Note that that feature may very well go away. AT some time, the message
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handling between server and client will get updated, such that the server
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will tell the client the type of content the message has, and the client
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will then choose appropriate font and color to display it in. In theory,
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these settings would also be customizable by each player, so some could
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have level gain info in red, while another could be using a bold font in
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blue.
I included it because of some players/map makers suggests. I didn't knew
there was a project about new message formatting system.
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> What is planned for b12 ?
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> - New script event triggered for armours whenever the wearer is being
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> attacked;
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> - Basic multithread capabilities for asynchronous script execution;
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> - Character controller modification by scripts.
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do we have any performance related information on the use of scripting?
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While having most every object have its own script (armor trigger event,
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weapon triggered events, etc), what will be the end result for having
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thousands of scripts potentially active? Memory consumption? cpu
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consumption (even if threaded, unless on a multi cpu system, it means it
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will still be taking cpu time from other processes). What I'm really
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getting at here is that before pursuing lots of objects having their own
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scripts, we may want to find out if the server will be able to reasonably
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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.
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