CommandSystem_v09b1

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PrinceOfFunky
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CommandSystem_v09b1

Post by PrinceOfFunky » Sun Oct 18, 2015 5:54 pm

Project: CommandSystem
Version: 0.9b1

[DESCRIPTION]
The main function of this Command System, is to manage received commands and their parameters, and then, send them to modules that will execute them.
It lets modules to interact each other mean module messages. Module messages can even be parsed by TCP messages.

[NOTES]
Read the readme.
All the code is documented, if you want make your module read it.

[CHANGELOGS]
+ 0.9b1
|- Major bugs fixed.
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Last edited by PrinceOfFunky on Wed Jul 06, 2016 4:40 am, edited 2 times in total.
"Your stuff is known to be buggy and unfinished/not properly tested"

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PrinceOfFunky
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Command System

Post by PrinceOfFunky » Fri Dec 11, 2015 12:39 am

EDIT: <Redundant post>
Last edited by PrinceOfFunky on Wed Jul 06, 2016 4:28 am, edited 3 times in total.
"Your stuff is known to be buggy and unfinished/not properly tested"

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sektor2111
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Re: Command System

Post by sektor2111 » Thu Feb 18, 2016 5:01 pm

Bumpy :tongue:
Do this second thread needs to exist for the same purpose as this ?

2 Threads for the same purpose are not accepted ? So what ? Nobody does nothing anyway...

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papercoffee
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Re: Command System

Post by papercoffee » Fri Feb 19, 2016 1:02 am

You can report it and a moderator can fuse those threads. It's just complicated to fuse an older thread with attachments with another one with attachments ...one of those will get lost.

Edit------------
Ah I see the other one don't have any attachments. So a Mod can fuse those threads.

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UnrealGGecko
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Re: Command System

Post by UnrealGGecko » Fri Feb 19, 2016 7:06 am

papercoffee wrote:You can report it and a moderator can fuse those threads. It's just complicated to fuse an older thread with attachments with another one with attachments ...one of those will get lost.

Edit------------
Ah I see the other one don't have any attachments. So a Mod can fuse those threads.
:thuup:

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sektor2111
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Re: Command System

Post by sektor2111 » Fri Feb 19, 2016 7:49 am

The same thing is with "The Counter" thread, a doubled non-sense.

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Re: Command System

Post by UnrealGGecko » Fri Feb 19, 2016 7:06 pm

That one is two different things it seems: a thread "game", and a mod/mutator with a similar idea... and name :barf:

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Re: Command System

Post by papercoffee » Fri Feb 19, 2016 10:15 pm

UnrealGecko wrote:That one is two different things it seems: a thread "game", and a mod/mutator with a similar idea... and name :barf:
So combining them would result in a mismatch error :ironic:

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PrinceOfFunky
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Re: CommandSystem_v09b1

Post by PrinceOfFunky » Wed Jul 06, 2016 4:29 am

Updated to version 0.9b1
"Your stuff is known to be buggy and unfinished/not properly tested"

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Barbie
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Re: CommandSystem_v09b1

Post by Barbie » Wed Jul 06, 2016 5:03 am

Maybe you can give some examples what it is good for? Or if the package has a ReadMe, can you summarize its content with a few dozens words? Thank you. :)
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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PrinceOfFunky
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Re: CommandSystem_v09b1

Post by PrinceOfFunky » Wed Jul 06, 2016 5:05 pm

Barbie wrote:Maybe you can give some examples what it is good for? Or if the package has a ReadMe, can you summarize its content with a few dozens words? Thank you. :)
It's a mutator who registers as a message mutator, it parses commands and parameters and send them to modules. The differences from a module and a whatever mutator are that the modules will always be compatible with the CommandSystem mutator, this means the CommandSystem can call known functions on the modules and vice versa. Thanks to this, modules are able to interact each other and with TCP connections(Only receiving for now) mean the CommandSystem.
"Your stuff is known to be buggy and unfinished/not properly tested"

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Re: CommandSystem_v09b1

Post by Barbie » Thu Jul 07, 2016 2:52 am

Thanks :wink:
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett