[MUD-Dev] Threads

Bruce bruce at puremagic.com
Thu Nov 30 02:46:05 New Zealand Daylight Time 2000

Ben Chambers wrote:
>      Some MUDs advertise a Player Thread and a Builder
> Thread.  What are the benefits of these, and why do
> people feel they are so good?


This question isn't really so clear what you mean, or what you've
been looking at, or what the design considerations are that
you're thinking about.  Some information there would be useful.


I've not seen Player vs Builder -threads-, but rather player
ports vs builder ports.  Is that what you meant?  If so, I
personally don't see the point in it.  If it is meant for
security, the way I'm used to seeing things set up (different
command interfaces vended out to different users), works better
for me as I prefer more granular control over what I allow a user
to do and what I allow a builder to do. (As well as admin and all
of the other types of staff.)  This is avoiding discussion of
entirely separate interfaces (web, custom client, LDAP server,
whatever) for content creation (assuming that is all that a
builder does).

However, if you did mean threads... Why would you break it down
this way?  What is your goal with using threads?  How skilled of
a programmer are you?  Threads are useful, but it may be
difficult to get the synchronization and locking issues solved
unless you've been working with threads for a while.  Also, if
you are using them to achieve greater scalability, a
thread-per-connection isn't such a great idea.  Or are you
thinking about using them so that laggy commands run by builders
don't slow or halt the execution of commands executed by the
players?  What are your intents and goals?  Without having some
context within which to place your problem, all anyone can do is
guess. (Which is probably why no one else responded yet.)

 - Bruce
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