- Evennia's webserver was moved from Portal to Server. This moves all database-modifying operations into the same process and neatly avoids race conditions when modifying a game world from various interfaces.
- The OOB (Out Of Band) handler was implemented. This goes together with a protocol for telnet sub-negotiations according to the MSDP specification. The handler allows on-demand reporting whenever database fields update. It also offers regular polling of properties if needed. A user can customize which oob commands are available to the client and write whatever handlers are needed for their particular game. In the future we'll also add support for GMCP, but the lack of a central, official specification is off-putting (if there is a central document besides accounts of how individual games chose to implement GMCP, please let me know). For our own included web client, we'll likely just use JSON straight off.
- Our channel system is now typeclassed. If you are not familiar with Evennia this won't mean much to you - In short it means developers will be able to customize their channel system much easier than in the past since a channel can be treated pretty much like any Python class (thanks go to user Kelketek who actually did the implementation).
- We added the concept of Tagging, as a more generalized version of our old Alias system. Tagging is just what it sounds like - it allows you to tag all your objects in order to group them and easily (and efficiently) find them later. Tagging offers a powerful way to create what other code bases refer to as "zones". There are many other possible uses though, such as having effects appear only in certainly tagged rooms, indicate which Characters have joined a particular guild and so on.
- Behind the scenes there were a lot of cleanups, along with minor API changes mentioned on the mailing list. A slew of older Issues were also fixed with this merge.
Thursday, November 28, 2013
Out-of-band mergings
As of today the development repository of Evennia, which has been brewing for a few months now, merged into the main repository. This update grew from one experimental feature to a relatively big update in the end. Together with the "many-character-per-player" feature released earlier, this update covers all the stuff I talked about in my Behind the Scenes blog post.
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