> > Exactly. Determinism can be dropped if the script is executed on one > > host only. > > > >But saving and restoring state is a must have if you want to keep the > >scenario state on the execution stack: > >wait(condition) > >do(something) > >wait(other condition) > >do(something else) > > > > > Ahh, so you wish to use "wait" like in the old days when we in windows > (16) used "yield" to let other programs get some processor time. The > only difference is the demand/need to persist in between waits ?
Yep. At least to _be able_ to persist, in case the user saves the game. > I thought it had something to do with the network part of globulation to > let all machines execute the same amount of functionality per node > regardless of the hardware configuration, as a kind of fairness balancer :-) Actually, the current script execution limit is a fixed arbitrary amount of instructions and has nothing to do with execution time. But a dynamic limit could be computed between the different hosts of a game in order to lower the script execution time if one of the hosts is too slow. Martin _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
