Phantasmal MUD Lib for DGD
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Phantasmal Site > DGD > The Kernel Library > What Does It Do? What Does the Kernel Library Actually Do?DGD is able to fully recompile all code in place, if you meet certain restrictions. The Kernel Library, used properly, makes sure that you obey those restrictions. There's no way to violate them, in fact, if you don't modify anything under ⁄kernel, because the Kernel Library simply won't allow you to. So the Kernel Library helps make sure that all your code can be upgraded instantly and in-place. The Kernel Library also provides security. If you've got code and data files in your directories, you'd like it if other administrators and builders can't change them, and for some of the files, you don't want other admins (or their objects and programs) to be able to read them. The Kernel Library prevents that, not only for your files but also for your compiled programs running in memory. That means you don't need to worry as much about trusting other administrators in the game, since they can't mess up your stuff. The Kernel Library also provides certain kinds of object management support and user management support. You can register an object manager with the library, and the Kernel Library will call hook functions in your object manager whenever files are compiled, inherited or included so that you can do the rest of the work necessary to upgrade every object in place (you can also use somebody else's object manager, but it still needs the Kernel Library). The Kernel Library will keep track of user connections and disconnections, and provide you with a nice interface to it. There are similar facilities to track errors, and cause all programs to implicitly inherit an AUTO-type object of your choice. The Kernel Library will also keep track of resource usage for every administrator in the game. The amount of memory space and processor time and the number of DGD objects are tracked automatically, as are several more obscure commodities. It's easy to add more resource tracking for things like in-game money or power of monsters to keep your administrators and their areas from spawning too much of a good thing. There are some additional functions defined by the Kernel Library for creating signals which an object can send and other objects can subscribe to. That allows for various events occurring, and provides an infrastructure to make it happen in code. From: dgd at list.imaginary.com (Par Winzell) Date: Mon Sep 17 12:39:01 2001 Subject: [DGD] Could it work... >>I'm sure I've missed loads but I wasn't entirely sure why the kernel lib was >>so important to use. The above does seem tricky but doesn't sound >>impossible. With looking at the kernel I'm sure we can work it out seeing as >>that's how we've coded the connection stuff etc. so far. >>Or am I being dim? >> > I think the point people are trying to make is that very careful thought > has gone into making the kernel lib, and by using the kernel lib, you are > saved from doing a lot of trial-and-error attempts at your own 'kernel > lib'. Especially if one is not terribly interested in the knitty-gritty > details, that's where I'd assume the kernel lib helps; at least that's the > point I think Par was That's pretty much it. You have to ask yourself, how much of what the kernel library gives me do I need? And if that amount is large enough, then you need to question if it is realistic to believe you can -save- effort by -not- using it. If you are going for a truly persistent Mud, i.e. you plan on rebooting only from state dumps once your Mud is up and running, then you -have- to either use the kernel library, or reimplement much of what it does. That is a non-trivial undertaking, to say the least. Going persistent is a big deal. When you're persistent, you realize, you will never again cold-start your game. You never again get to feel like you're cleaning away all the old cobwebs. If you clone an object and you lose track of the clone, it's going to stay with you for eternity. If you compile a program and forget where it is, it'll stay compiled and forgotten forever. Crap builds up. If you make a terrible error a year into your Mud's uptime, an error that causes you not to be able to log in, you're screwed -- you have to go back to a saved statedump from a few days earlier, or if you didn't save any, lose all your state. If Matt wants to avoid all this complexity, he should not try for the persistence right now. It cannot be overstated what a difference this makes. Save inventories and vital player data to file, perhaps using the trusy old save_object() and restore_object(). Worry about persistence in a few years. You really don't want to go for persistence as your first project. Zell Date: Mon Sep 17 12:51:00 2001 Subject: [DGD] Could it work... Matt, > To be honest we looked at the kernel lib and had no idea what was going on > ;) So with a lot of work and head banging we built our own system from the > ground up. The great thing about that is that I know what every little bit > of code does. I was unsure about working with something I couldn't > understand. Maybe now we can look back and say ... 'oops' but I think it's > okay... The kernel library is not particularly friendly, true, and I completely agree that it is good to learn why you need something before you start using it. To limit the amount of "oops" that happens, seriously consider my suggestion not to start off with a persistent Mud. Then over time as you run the Mud, take note of how often you need to cold-start it and consider what would happen if you couldn't do that, ever. That'll give you a first appreciation of what need the kernel library attempts to fill. Zell Date: Tue Sep 18 19:25:01 2001 Subject: [DGD] Could it work... On Wed, Sep 19, 2001 at 12:22:35AM +0100, mtaylor wrote: > Me again I'm afraid, > > My coding partner thinks that we can use what we need of the kernel lib to > develop our own system. The good thing for us about doing that is that we > will then understand what is going on. > > Does anyone have the time (and/or patience) to list what it is the kernel > lib does and very briefly how and why it does it. Disclaimer: I doubt this list is complete. The kernel-lib... - provides the basic ability to add users, grant users access, grant users limited quota of objects, stack/ticks/callout-usage, to avoid someone going ahead and creating 60000 clones of some object and thereby taking the game down. - provides the ability for external objects to 'hook' themselves into the /kernel/sys/driver.c object (and one or two other /kernel objects) so that you will be notified if an object is compiled, cloned, destructed, freed, inherited, a file #include'd, etc. This is where you would hook up an 'Object DB' that keeps track of the inheritance information so that you can write your own 'upgrade' command that recompiles whatever is necessary. This is one of the things that is _not_ provided by the kernel-lib. :) - provides a basic wiztool (with a very nice 'store results for reuse' approach). - enforces that inheritables, clonables and 'other' code are in separate directories, 'lib/' subdirs for inherities, 'obj/' subdirs for clonables and, more recently, 'data/' subdirs for LWOs. I'm sure there are other useful things but these are just some that come to mind right now. Hope this helps, Erwin. -- Erwin Harte |