[vworld-tech] Modern MUD server design
Brian Hook
hook_l at pyrogon.com
Thu Jan 22 13:06:16 PST 2004
> However, in conjuction with the tight sandbox previously mentioned,
> you can have scads of level developers writing masses of scripts
> and never once worrying that one person will be introducing a show
> stopper, or becoming a gating item for the rest.
The problem here is that you need to make sure that your language
actually supports both security and cycle policies, and I know that,
at least, Lua does not support this.
Which means it just takes one guy doing:
while true
end
to toast the whole system =/
Someone on gamedevlists-general mentioned he had modified the Lua VM
to enforce scheduling, but even in that situation a while (1) ; is
still going to hurt you no matter what. It won't freeze the system
but it will definitely cause a performance hit, and if that piece of
code is in enough objects, you're going to have major problems.
> Maybe it's just me, but I see productivity being the biggest issue
It absolutely is. Technology is clearly a second class concern
compared to process.
Brian
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