[crossfire] Moving server towards a modularized system?
Yann Chachkoff
yann.chachkoff at myrealbox.com
Tue Jan 17 03:09:04 CST 2006
Le Mardi 17 Janvier 2006 02:56, Miguel Ghobangieno a écrit :
> It is not half broken as far as I can tell. Yes it's
> not running on MF, that doesn't mean it's broken.
>
So having trees growing on sea squares isn't broken ?
> It gives few problems on Cat2. This whole thing is about
> slowly dumping whatever MF doesn't use.
>
It is not about "moving code out of Crossfire", but about "re-organizing it so
it is easier to manage". Which, as a side note, should help debugging chunks
like the weather system and provide fixes without even having to rebuild and
restart the whole server.
If you read what I typed earlier, you'd note that I think random maps should
get modularized as well - and AFAIK, it is used extensively on MF. Let's
repeat it again: modularizing code is *not* about removing functionalities;
it is *not* about scrapping code out of the main CVS tree. It is mostly a
structural change to make an easier maintenance for those wanting to work on
such pieces of code - so it is in fact a way to make them *better* supported.
> Open your eyes, the 2nd biggest server runs weather code at it's
> most extreme, in terms of players that's not "a few".
>
That there are many players on Cat2 doesn't make the weather system less
broken.
> I suggest you not implement a huge worthless code change that is nothing but
busy work.
>
That's indeed an opinion based on emotion rather than facts, unfortunately.
> I reject your assertion that cave's analogy is flawed as it is not.
>
Tell me how it isn't, then, or stop the "nah, nah, nah" song.
> If you want to code code something new useful rather then breaking the
server as is what will happen if you go forward with this plan.
>
Breaking the server always occur when a new functionality that is larger than
a few lines of code is implemented (everybody makes mistakes, even skilled
coders). And given that I see it as useful, I would have no problem "breaking
it".
> You also will be holding off any new large codechanges for months as they
wait for you to be done with this not-needed reshuffling.
>
I don't see why. Moving existing parts of the code into modules doesn't mean
development on other parts of the code would suddenly be halted "for months".
And I could return you the argument: the completely optional "get drunk when
drinking" functionality you suggested would block the more important
restructuration of the code, probably for a couple of weeks - where's the
difference ?
You could of course object that "players want to get drunk, but don't give a
damn about an obscure change in the code". Presented like that, sure. But
wouldn't a server that is easier to maintain, debug, and extend have a more
in-depth impact on the players in particular, and the game interest in
general ? I think it does, even if it means that the priority is set on
changes that are not immediately visible to players.
--
Yann Chachkoff
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