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