RPG Tabletop

Mar 12, 2009 18:14

I hereby declare "RPG Tabletop" to be stable. This means that while it may not have all the bells and whistles I -want- in a tabletop program, or even everything we're used to in OpenRPG, it should do so without breaking.

Details, details... )

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falkreon March 14 2009, 04:15:53 UTC
Currently, if two people try to move the same miniature, a race condition occurs, and the two MOVE commands are committed in the order in which they occur. The result is that one player will see the mini move aside, then to where they moved it, and the other player will see the mini move where they moved it, then move to the other guy's location.

The ORPG line bug has to do with two design flaws in the code. The first is that the whole thing is an XML stream, which means the updates are significantly bulkier and more prone to long-term damage. Let's say one tag is malformed; in XML this can pollute significantly far downstream as the tokenizer on the other side tries to find its place and rebuild a sense of context.

The second flaw is lazy code. Let's say you have a row of five buckets. Every couple minutes you come around topping off those buckets with water. But somewhere in the middle of your rounds, I take the last bucket. You were busy with your job, and didn't realize I took a bucket away. Pretty soon there's water all over the floor. This is a phenomenon called concurrent modification, and it's considered a crash-worthy error. It's pretty easy to write code where this doesn't happen, but not everyone knows how.

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