fbmuck-6.01/contrib/jresolver/
fbmuck-6.01/contrib/jresolver/org/
fbmuck-6.01/contrib/jresolver/org/fuzzball/
fbmuck-6.01/docs/devel/
fbmuck-6.01/game/
fbmuck-6.01/game/logs/
fbmuck-6.01/game/muf/
fbmuck-6.01/scripts/
fbmuck-6.01/src_docs/
2.2fb2.3
Changes:
  Multitasking has been changed in the way it is done.  There are now 3 modes
  that a program can be in when running:  foreground, background, and preempt.
  A program running in the foreground lets other users and programs have
  timeslices (ie multitasking), but blocks input from the program user.
  Background mode allows the user to also go on and do other things and issue
  other commands, but will not allow the program to do READs.
  Preempt mode means that the program runs to completion without multitasking,
  taking full control of the interpreter and not letting other users or progs
  have timeslices, but imposes an instruction count limit unless the program
  is a wizard program.
  Programs run by @locks, @descs, @succs, @fails, and @drops default to the
  preempt mode when they run.  Programs run by actions linked to them default
  to running in foreground mode.  QUEUEd program events, such as those set up
  by _listen, _connect, _disconnect, etc, and those QUEUEd by other programs
  default to running in background mode. (NOTE: these programs cannot be
  changed out of background mode)
  
  The info command was cleaned up a bit, and should look better now.
  
Primitives:
  FOREGROUND ( -- )  To turn on multitasking, you can issue a foreground
                      command.  While a program is in foreground mode, the
                      server will be multitasking and handling multiple
                      programs at once, and input from other users, but it
                      will be blocking any input from the user of the program
                      until the program finishes.  You cannot foreground a
                      program once it is running in the background. A program
                      will stay in foreground mode until it finishes running
                      or until you change the mode.
  BACKGROUND ( -- )  Another way to turn on multitasking is to use the
                      background command.  Programs in the background let
                      the program user go on and be able to do other things
                      while waiting for the program to finish.  You cannot
                      use the READ command in a background program.  Once a
                      program is put into background mode, you cannot set
                      it into foreground or preempt mode.  A program will
                      remain in the background until it finishes execution.
  PREEMPT    ( -- )  This is slightly different now.  A program will remain
                      in preempt mode now even if a READ or a SLEEP has
                      occurred.  Basically what this command does is to turn
                      off multitasking, but then you have a limit on how many
                      instructions you can run without needing a wizbit on
                      the program.
Bugfixes:
  Fixed a problem with wizards being given pennies back on a @recycle.
  A couple old bugs from MUCK 2.2 vanilla in pronoun_sub were fixed.
  
Features added:
  Program registration added:  If you refer to a program in @link, @open,
    @prog, @edit, or @set, with the syntax "$progname" then it will look
    for a property named "_progreg/progname" in #0 containing an integer
    value (not a string) that represents the dbref of the program.  If it
    exists, then the command will match the program.  Also, if you @desc,
    @succ, @drop, or @fail an object to start with "@$progname" then it
    will run that program, similar to an "@1234" @desc/@succ/etc.
    Examples of using progregs outside of MUF:
      @edit $puzzle-reset
      @link do-reset = $puzzle-reset
      @desc me = @$longdesc %list[mydesc]
      @succ west = @$gen-exit-messages
      @set $puzzle-reset = DEBUG
    Programs and macros can easily be made to manage the registered programs
    list.  A useful macro would be:
      def progmatch "_progreg/" swap strcat getpropval dbref
    That would be used in good coding style like:
      lvar stringlib (the local variable for the string library)
      : init ( -- ) "lib-strings" .progmatch stringlib ! ;
      : strlib (s -- ???) stringlib @ swap call ;
      : do-strip (s -- s') "stripspaces" strlib ;
      : main ( -- ) init (do stuff) do-strip (etc) ;
    If this style is kept consistent, and a standard library set is created,
    then code would be be "snap-in" between different servers using 2.2fb2.3
    or better.
  
  
  
2.2fb2.2
Primitives added:
  CONBOOT   (i -- )    Takes a connection number and disconnects that
                        connection from the server.  Basically @boot for
                        a specific connection. (wizbit only)
  CONNOTIFY (i s -- )  Sends a string to a specific connection to the
                        server.  (wizbit only)
  FORCE     (d s -- )  Forces player d to do action s as if they were
                        @forced.  (wizbit only)
  RECYCLE   (d -- )    Recycles the given object d.  Will not recycle
                        players, the global environment, the player
                        starting room, or any currently running program.
  PREEMPT   ( -- )     Prevents a program from being swapped out to do
                        multitasking.  Needed in some cases to protect
                        crutial data from being changed while it is being
                        worked on.  This needs to be re-invoked after
                        every READ or SLEEP command.
  
Made ONLINE, and CONDBREF not require a wizbit.
  
In the editor, you can do '<prognum> publics' to list all the public
  functions of that program.  This has the same restrictions as 'view'
  does in the editor.  The program must be either controlled by you, or
  Link_OK.
  
Programs are now compiled when they are run or called instead of when
  the databate is loaded.  They are compiled with the uid of the owner
  of the program.
  
If a program has the HAVEN flag set on it (HARDUID) then it runs with
  the uid and permissions of the owner of the trigger of the program.
  If the program is a timequeue event (with trigger of #-1), then it
  will run with the permissions and uid of the program owner as in SETUID.
  
Added _connect and _disconnect:
  A room or player may have a "_connect" property set that contains the
  dbref of a progran to run when a player connects.  The program must be
  either link_ok or must be owned by the player connecting.  When the
  program is run, the string on the stack will be "Connect", the "loc @"
  will be the location of the connecting player, the "me @" will be the
  connecting player, and the "trigger @" (and "trig") will be #-1.  All
  programs referred to by _connect properties on the player, and on rooms
  down the environment tree from the player, will be QUEUEd up to run.
  When a player desconnects, programs referred to by _disconnect properties
  will be run in a similar manner.
  (connect and disconnect _actions_ are still implemented.)
  
  @dequeue will now let you remove all events run by a specific player
  or of a specific program with the syntax:  @dequeue #xxx   Where xxx
  is the dbref of the program or player.
  
  All the timequeue events of a program are now dequeued when the program
  is recompiled or @recycled.  This prevents the bug which would otherwise
  crash the MUCK server.
  
  The interpreter has been modified to handle multitasking.  This means
  that multiple MUF programs can be running at once, and players can also
  do things while long programs run.  There are a few exceptions here...
  Programs that are run by locks will run to completion, taking all the
  CPU time of the interpreter until they finish.  The same goes for
  programs run by @desc, @succ, @fail, and @drop messages, which should
  not be interrupted for other programs to run.
  
  Moving into a room, through a MUF moveto, or an exit, will @force a
  'look' instead of doing an inserver standard look.  When you connect,
  it also @forces a 'look'.  This means that you can make a look program
  to have absolute say over what will be seen in the room.
  
  You can now check the Interactive flag on a player in MUF to see if
  they are in READ mode or @edit'ing.
  
  @props can only be seen in examine by a wizard.  Only a wiz may @set them.
  ~props can be seen in examines as normal, but only a wizard may @set them.
    These two are similar to _props and .props in that property names
    that start with a @ or a ~ are special protected properties in the
    way described above, and that if any property in a property name path
    starts with one of them, the property you are trying to access will
    have the same permissions as well.  ie:  /stats/~combat/sword/hit
    would have the same restrictions as ~attack. Warning, @set me=:
    will still remove all properties on you, including @props and ~props.
    Both of these property types can be changed by programs without
    restrictions.  If you need to make a property that cannot be changed
    by the object owner, and that can only be read by a wizard program,
    you could do something like name it:  /.stats/~combat/sword/hit
  
  '@set <object>=:abc' will no longer clear all the props on an object.
  
  
  
2.2fb2.1
Added Listeners:
  A room or object may have a "_listen" property set that contains the
  dbref of a program to run whenever a notify_except is done in that
  room or in the room that contains the object.  The program must
  either be link_ok or must be owned by the owner of the object
  containing the "_listen" property.  When the program is run, the
  parameter string will be the notify_except message, "loc @" will be
  the room where the notify_except was given, and "trigger @" or "trig"
  will be the object with the "_listen" property.  A "_listen" program
  may also be run by placing the "_listen" property in the environment
  of a room or set of rooms.
  
  Autostart programs now have the location NOTHING (#-1) rather than
  the location of the owner of the program.
  
  
  
2.2fb2
New primitives:
  PUBLIC <functionname>  Declares a function to be public for execution by
    other programs.  This is a compile-time directive, not a run-time
    primitive.  To call a public function, put the dbref of the program on the
    stack, then put a string, containing the function name, on the stack, then
    use CALL.  ie:  #888 "functionname" CALL
  
  LOCKED? (d d -- )   object, player -- locked?
  SLEEP   (i -- )     makes the program pause here for 'i' seconds.
  BEGIN   ( -- )      Marks the beginning of begin-until or begin-while-repeat
                        loops.
  UNTIL   (i -- )     If the value on top of the stack is false, then it jumps
                        back to executing the instruction afer the last BEGIN.
                        (BEGIN-UNTIL, BEGIN-WHILE-REPEAT, and IF-ELSE-THEN's
                        can all be nested as much as you want.)  If the value
                        is true, it exits the loop, and executes the next
                        instruction, following the UNTIL.
  WHILE   (i -- )     In a BEGIN-WHILE-REPEAT loop, it will exit the loop, and
                        resume execution after the REPEAT instruction, if it
                        is passed a false value.  If it is passed a true
                        value, it will continue execution with the next
                        instruction after the WHILE.
  REPEAT  ( -- )      Jumps execution to the instruction after the BEGIN in a
                        BEGIN-WHILE-REPEAT loop.
  
: sample-begin-until-loop
  0 begin
    1 +
    me @ over intostr notify
    dup 10 =
  until
;
  
: sample-begin-while-repeat-loop
  0 begin
    dup 10 < while
    1 +
    me @ over intostr notify
  repeat
;
  
Made the interpreter re-entrant.
Made the QUEUE'd events run with the same uid as the QUEUEing program.
  me @ works now.  trigger @ and trig will be #-1 still, however.
When a program crashed, it tells you in which program, and on what line the
  crash happened.  Debug will tell you what line each instruction is on.
MOVETO will now run programs in the @desc and @succ/@fail of a room when
  moving a player.
The WHO list will now prepends an asterisk ('*') in front of the names of
  people who are in the editor or in interactive mode.
You can now link objects to players, given that they are either you, or
  link_OK, or that you are a wizard.  This means that you could do a 'home'
  and keep all your objects, if they are homed to you.