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Improvement
Description
<p>The select() call currently blocks on fd_sets and then has to iterate through the fd_sets to see what socket descriptors are ready for read/write/oob, but with epoll() it automatically returns a set of fd's that are known to be ready for I/O. it's also more efficient for large fd_sets than select().</p>
Comments
#1 B. Gian James 5/21/11
Looking into implementing this more efficiently via the ACE library ACE_Dev_Poll_Reactor class. This uses the character device /dev/epoll Should find out if anything is needed to support the /dev implementation.
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GOVT-6 Timers
Assignee Status Updated Affects Versions Classification Complexity Components confluence_documentation_url B. Gian James Open 5/26/11 0.1 Game mechanics core confluence_url Created Labels Priority Resolution target_version time_in_status Type 5/21/11 timers Major Unresolved
Improvement
Description
Create a robust set of timers to allow cooldowns, buff/debuff timeouts, room resets, world updates, program updates, etc.
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Improvement
Description
Finish and improve upon the dynamically loadable/unloadable module system.
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New Feature
Description
Add support for the MUD eXtendible Protocol
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New Feature
Description
<p><span style="font-family: helvetica;">Add support for the awesomely cool Intermud-3 network.</span></p>
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Improvement
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Improvement
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Improvement
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New Feature
Description
Develop a working in-game economy where player's set prices for items, etc. - all shops (or most shops) are player owned. - raw items can be sold or used for crafting - items may be broken down into raw materials - banks can lend money - vendors charge tax - housing and land/property is taxed or rented - lotteries - auction houses
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Software Sub-Task
Description
Get player-owned shops implemented. @shop
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Software Sub-Task
Description
Get a working banking system with: - algorithms for deducing a player's credit score - algorithms for determining if player gets a loan - pay back mechanism
Comments
#1 B. Gian James 5/23/11
The issue has just been emailed to: "bjames@OpenHousewares.com", "Banking System", and content:
with subject:
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Description
Assign a unique OID to every object type in the game, effectively creating a 'namespace.' This would mean that object ID's only have to be unique within their OID realm. Develop support for this notion through the use of trees or some other appropriate data structure. ?? What will this give gain us? Aren't UUID's already being used for ID uniqueness? - It allows a hierarchy structure, with parentage that UUID's don't give us.
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Description
<p><span style="font-family: tahoma,arial,helvetica,sans-serif;">Have the Government Sanctioned server registered as a listener for certain issue events (creation, completed, resolved, etc) and have that information displayed on a channel.</span></p> <p><span style="font-family: tahoma,arial,helvetica,sans-serif;">Optionally, allow bugs to be created dynamically inside the game and pushed out to the JIRA server.<br /></span></p>
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Bug
Description
<p><span style="font-family: tahoma,arial,helvetica,sans-serif;">When compiling the eon test application, get an error in linking:</span></p> <p><span style="font-family: tahoma,arial,helvetica,sans-serif;">g++ -I../lib -L../lib -L. -std=c++0x -fPIC test_eon_script_npc.cpp -o test_eon_script_npc -leon -lsanctioned -ldl<br />/tmp/cc0PUd1A.o.data.rel.ro._ZTI3Dog[typeinfo for Dog]+0x28): undefined reference to 'typeinfo for EONObject'</span></p> <p><span style="font-family: tahoma,arial,helvetica,sans-serif;"><br /></span></p>
Comments
#1 B. Gian James 5/27/11
The issue has just been emailed to: "bjames@OpenHousewares.com", "undefined reference to `typeinfo for EONObject'", and content:
#2 B. Gian James
with subject:
6/6/11
Compiles now.
6/6/11
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Software Task
Description
Develop an item tooltip similar to wowhead and allakhazam that displays item information in the tooltip from a link on a web page.
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New Feature
Description
Create a dynamic system whereby NPCs can learn of actions of player characters and create internal opinions based on these action events, and react to the player character or group accordingly.
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Description
Develop a way to define triggers, register triggers, and let NPC agents register themselves for trigger events. On world updates, NPCs are updated with event trigger updates.
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Description
Player/character actions should affect how NPC's view and deal with them. This system would entail each NPC keeping a small list of what they have seen or heard (from reputable sources) which would then in turn change their disposition toward the player.
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Description
A generic trigger-based event system based on priority and proximity, as opposed to a polling system.
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