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Minor server speed optimizations that don't really help all that much.
[plomrogue]
/
TODO
diff --git
a/TODO
b/TODO
index 85282def52fa92671d94e55476487e4bdfc6ba33..abed3b2e52c6f75260495c28b748e9d29876fbfc 100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-2,28
+2,25
@@
Next planned steps in plomrogue development:
BOTH SERVER/CLIENT:
BOTH SERVER/CLIENT:
+- expand use of hardcoded_strings module(s)
+
- make server and client communicate by specific world state info requests
in server/out, replacing server/worldstate
- make server and client communicate by specific world state info requests
in server/out, replacing server/worldstate
-- check for return values of *printf()
-
-- make config files format more readable / self-explanatory
+- quote escaping in token_from_line()
--
be more strict and humble when allocating memory from the stack
+-
think about refactoring occurrences of "free(...); ... = NULL;"
SERVER:
SERVER:
-- implement field of view / line of sight and obstacles for those on the map
-
-- is it actually useful to define map object action ids in the config file?
+- pythonize Python code
-- make shape of map (and diagonal movement penalty) configurable in config file
-
-- for game continuation, replace re-playing of whole record files with loading
- game state snapshots / save files
+- old C code: pythonize, then re-C as needed by performance
CLIENT:
CLIENT:
-- enable toggling of window borders
+- re-work unnecessary complex command / keybinding / server message mapping
+
+- only send "ITEM_HERE" query to server when the dependent window is open
--
make log scrollable
+-
draw_win_log() is still buggy (make mem alloc for other line break styles!)