Re: [Alephmodular-devel] Re: CVS Troubles (was Re: Map Editing and Liquids (and Project Builder / CV
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-02-18 08:01:36
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On Tuesday, February 18, 2003, at 02:25 AM, Woody Zenfell, III wrote: > On Monday, February 17, 2003, at 03:55 PM, Br'fin wrote: > >> Still, at some point (far distant, alas) I'd not mind trying to >> expand the action flags. Thus letting some sub-project have more >> available actions and be able to map them to normal keys and have >> them handled in a way which works with both network and replay >> facilities. > > In the meantime there should at least be (if there aren't already! :) > ) code changes like, giving them their own type and custom methods for > duplicating, packing, and unpacking them, accessing their contents > through a macro or inline function or something, etc. And maybe at > some point just doubling the number of bits to make some room would be > sufficient. Agreed, though for my priorities I'm still trying to wrestle my head around bitmap support and Display Abstraction. > Random thought: it would be nice if structures that are re-used are > explicitly invalidated somehow. For example, my recent A1 work in > resuming saved-games as netgames led me through the initialization > stuff, where I just have to kind of hope/trust (thanks to the overall > complexity in there) that all the relevant parts of the game state are > getting reinitialized somehow (and that, specifically, none are being > overlooked and letting stale values from the previous game bleed > through). If all this stuff were, say, destroyed when a game ends and > reallocated (using something like MallocScribble of course) when > another game begins, or all allocated from some big contiguous memory > region that could be memsetted, I wouldn't have to worry so much about > stale stuff - anything I missed should be reasonably apparent and > should cause the same problem every time (rather than, say, working as > long as I happened to play that level first as a single-player game, > but exhibiting weird behaviors if I played some other particular level > first, etc.). > > Shrug, maybe the Marathon code base is already pretty good about this > and I just don't realize it. > Unknown on this, though with all the changes AlephOne went though, I've no idea yet on how to audit or account for this to make sure that AlephModular is 'doing the right thing tm' with respect to managing its memory. -Jeremy Parsons |