This commit is contained in:
Perttu Ahola 2014-10-30 00:22:59 +02:00
parent cb403add89
commit 8dba54dfae

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@ -42,6 +42,7 @@ Buildat TODO
- Don't emit all world generation events at once - Don't emit all world generation events at once
- Handle module load order properly in reloads (unload by popping from top, - Handle module load order properly in reloads (unload by popping from top,
then reload everything until top) then reload everything until top)
- Is this actually needed?
- When reloading a module, unload all dependants first; then load dependants - When reloading a module, unload all dependants first; then load dependants
again again
- Each module should be able to choose whether they want their dependants - Each module should be able to choose whether they want their dependants
@ -68,3 +69,11 @@ Buildat TODO
- Figure out a way to let the windows executables run without copying all DLLs - Figure out a way to let the windows executables run without copying all DLLs
to the same binary directory (can be done on the client, but on the server to the same binary directory (can be done on the client, but on the server
they must be in the compiler directory too) they must be in the compiler directory too)
- When a module is modified at runtime and reload fails, the server crashes:
- terminate called after throwing an instance of 'Exception'
what(): access_module(): Module "main" not found
- Probably should try building first, and only if it succeeds, then unload
and reload
- Everything can hang when the debug (or the SIGINT) signal handler is executed
inside log_(), because it tries to use log_() from inside log_()
synchronization