> If its a choice of: > > a) when callback to set value is used, we set the value and then mark a > flag that the object has been modified, and when function is finished, > we check sanity of object, > > or > > b) when callback to set value is made, we check the validity > > I'd personally choose b - detecting the error right when it happens is > always better - it makes it easier to fix the problem.
Actually, i'd chose b too - i think i meant that, when plugin finished, server can send fix_player or fix_object to the client, meaning the plugin can just not care. > but at some level, it can never be 100% foolproof. The fact the server > crashes occasionally is proof that even the C code isn't foolproof. You > get the complications of some value being valid for one object type, but > not another, and I don't think there is any real way that can ever be > checked (but that same problem occurs in maps also - mapmaker could set > some value to something invalid) True. Guess there should be checks at many levels in the plugin code :) (server <-> common plugin lib <-> Pyhton plugin for instance) Nicolas _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

