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View Code? Open in Web Editor NEWA telnet/websocket Multi-user Object Orientated (MOO) server for creating text-only art projects and virtual worlds
License: GNU General Public License v3.0
A telnet/websocket Multi-user Object Orientated (MOO) server for creating text-only art projects and virtual worlds
License: GNU General Public License v3.0
Add a built in web server feature.
Serve static HTML files so you can stick fTelnet in it and not require a seperate web server
HTTP GET/PUT/DELETE interface to getting data from the ObjectManager - great for status pages and monitoring, etc
The LineEdit class already supports several ReadLine style commands. Here's a list of all the commands I'd like to implement:
Shortcut | Comment | Status |
---|---|---|
Ctrl +A |
Beginning of line | Done |
Ctrl +B / ← |
Backward one character | Done |
Alt +B |
Backward one word | Done |
Ctrl +D |
Delete one character | Done |
Alt +D |
Delete one word | Done |
Ctrl +E |
End of line | Done |
Ctrl +F / → |
Forward one character | Done |
Alt +F |
Forward one word | Done |
Ctrl +H |
Delete previous character | Done |
Ctrl +M |
Same as Enter key | Done |
Ctrl +N / ↓ |
Next line (in history) | Done |
Ctrl +P / ↑ |
Prev line (in history) | Done |
Backspace |
Delete previous character | Done |
Enter |
Submit line | Done |
Currently the map datatype in Lua is just a QVariantList pushed onto the stack. This results in code like:
-- get a map property from object
local var = object.map
-- insert a new value
var.value = "hello"
-- put the map back into the object
object.map = var`
This is obviously bad performance wise, especially if the map is large, and it's just more code than we need.
With a proper map datatype in Lua we can just do the following:
-- insert a new value into the object's map property
object.map.value = "hello"
Job done...
The basic database should support user registration and basic world building
Add extended serial port listener with support for sending modem commands to answer the phone and deal with CONNECT messages
When starting an editor it doesn't handle input properly now that we've introduced InputSinkCommand
Currently objects are arranged in a hierarchy using the parent field to denote the parent of each object. Parent can be OBJECT_NONE (like on the Root object) but generally every object has a parent.
An object inherits all the verbs and properties of all its ancestors, which is powerful but requires careful planning of where to put these attributes.
Multiple inheritance (having more than one parent) would be useful to divide up functionality. Stunt does it by having parents() and chparents() functions.
I'm not too worried about the performance of doing this but I wonder if there is a cleaner way rather than just lumping bunches of objects into a complex hierarchy.
One idea would be to use a mixin style system where objects continue to have a single parent, which then becomes useful for categorisation so Car.parent = Vehicle and Car.is_child_of( Vehicle ) == true but we can add functionality:
Box:add_mixin( Lockable ) -- box is now lockable
Door:add_mixin( Lockable ) -- door is now lockable
User:add_mixin( BuilderTools ) -- allow user access to create/dig verbs
User:rem_mixin( BuilderTools ) -- user is no longer allowed to build
Objects would still inherit verbs and properties from mixin objects, and it might be a nice idea that add_mixin() calls MixinObject:mixin_added( DestObject ) to initialise properties.
It would seem to make things a bit easier to understand but probably a bit harder to design.
Another benefit would be that a cleanly designed mixin should be able to be exported and imported between systems.
Internally this would require an extra text field in the database that contains a comma delimited list of mixin object numbers. As we'd already have the object loaded into memory, I don't think having a separate table is really necessary.
ODB will load the field and convert it into an array of ObjectId's
Object->findProp and Object->findVerb would need to search the array of mixins
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