Re: Event-based MUD server concept
Yeah adding/removing subscribers when you move through rooms could be quite unreliable although the way it works atm it could be used for more than just broadcasting messages through rooms (since every object in the game derives from the MudObject class).
As for precedence, I personally think it is easier not to worry about it and ensure code gets written that doesn't rely on the order... same with modifying events, if the mud object wants to do something else it could always fire off a new event (although that also means being careful for some sort of infinite loops with two events firing each other when handled by an object).
Thanks for your input .
|