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Arde
Enchanter


Joined: 09 Sep 2007
Posts: 605

PostPosted: Mon Oct 22, 2007 7:06 pm   

Hangs in v2.07
 
Well. after getting another 0%CPU hang and releasing CMUD with ESC key, I carefully inspect that portion of mud text and found that there was no triggers except my prompt trigger. And my char at that point was sleeping.
So it was the prompt trigger. I thought that I have my own prompt trigger, that CMUD has its internal trigger on prompt (I'm not using it), the mapper also knows what my prompt looks like and fires on it too... May be all this causing these hangs? What do you think?
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Mon Oct 22, 2007 8:20 pm   
 
Did *your* prompt trigger work in that case as far as you could tell? In other words, if your prompt trigger updates any variables, let me know if they were actually updated.

I think I also got a similar hang myself last night and I'm getting closer to figuring out what is causing it.
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Arde
Enchanter


Joined: 09 Sep 2007
Posts: 605

PostPosted: Mon Oct 22, 2007 9:20 pm   
 
You see, I wrote an intermediate layer. My prompt trigger is the part of that layer. Its task: collect all information the most suitable way. With MXP, or by parsing mud prompt - no matter how, these triggers updates my internal variables like CurrentHP, PreviousMA and my higher level scripts (like damage reporter, for ex.) will rely on that internal variables, not on actual mud output. This will make scripts independent of that how the data was acquired.

The problem in that of now I have no visualization for internal vars yet and no higher level scripts written yet. I've run in some troubles with MXP realization in the mud I playing. My gauges use MXP-values. So I can't answer your question for sure. Looking at values in editor I would say that trigger works fine. Some time ago I tried to trace how the trigger works and it works ok, updating all values on each prompt. There was the problem that my mud sends prompt first and mxp values after, so mxp variables gets to CMUD with 1 prompt delay. It is ok for gauges, but not good for sensitive battle scripts, so I reverted to capturing numbers. Here what my prompt trigger looks like now:
Code:

pattern: ^<(%d)hp (%d)ma (%d)mv>

#TAG prompt;
PrevHP = @CurrHP;
PrevMA = @CurrMA;
PrevMV = @CurrMV;
//CurrHP = %mud.CurrentHP; - prompt appears BEFORE mxp variables
//CurrMA = %mud.CurrentMana; - prompt is aware of new mxp values, but
//CurrMV = %mud.CurrentMove; - this trigger fires BEFORE they come
CurrHP = %1;
CurrMA = %2;
CurrMV = %3;
DiffHP = @CurrHP - @PrevHP;
DiffMA = @CurrMA - @PrevMA;
DiffMV = @CurrMV - @PrevMV;
Gold = %mud.Gold;
GoldBank = %mud.Bank;
Align = %mud.CurrentAlign + 1000;
CurrEXP = %mud.CurrentXP;
MaxHP = %mud.MaxHP;
MaxMA = %mud.MaxMana;
MaxMV = %mud.MaxMove;
//DEBUG #SAY Current hitpoints @CurrHP {indicated as %1} and MXP value is %mud.CurrentHP;
//DEBUG #SAY Current mana @CurrMA {indicated as %2} and MXP value is %mud.CurrentMana;


And I say again that this triggers assign all values normally, I have not noticed any strange behavior.
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