Lost Souls directory structure
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==/lib== | ==/lib== | ||
- | More particular, but still very general, lib files are here. Project lib files can usually be found in /d/Almeria/lib, or /d/Affiliations/lib, or something of that sort. | + | This is the main location for Ain Soph lib header files. Most of the .h files you will ever use are found here. Project header files can usually be found in /d/Almeria/lib, or /d/Affiliations/lib, or something of that sort. |
Read access [[privilege]]: [[read_lib]] | Read access [[privilege]]: [[read_lib]] |
Revision as of 06:51, 16 January 2007
This structure of this file mirror the LS directory structure. If you don't know how to navigate the directory structure, please read the Developer Primer.
This page is going to need a lot more work, but it's worthwhile work, especially since I don't actually the actual organizational principles behind half this stuff.
NOTE: THIS PAGE NEEDS WAY BETTER FORMATTING.
Contents |
/d
This is where the world is. The "d" stands for "domain", which apparently used to mean something. Chaos claims that this stands for "deployed", but we all know he's a dirty liar.
Write access privilege: write_d
/d/Affiliations
This is where affiliations (associations, guilds, offices, racial and other faculties).
Read access privilege: read_sensitive
Write access privilege: write_sensitive
/d/Almeria
This is where the main map and the main world is, though it's all in subdirectories. Take a look, it should be pretty clear.
/d/System
This is where Bytehaven is, which is an area with a few handy developer bits like the test character register, and the Banishment tablet. There is also a project called Public that has some 'utility' rooms.
/d/Misc
Things that don't belong elsewhere, like projects that are primarily about items (Lzrelekoi) or wandering areas (the Vanishing Tower).
/d/Various
Like Almeria, except not Almeria. Includes placeholders for other continents, some partially functional (/d/Tenochlan), others less so (/d/Arrakis), still others not really at all (/d/Mordor); other sorts of region (/d/Astra, which is meant to contain the Prime plane's outer space); and other planes of existence (/d/Exoma, /d/Umbra, /d/Amber).
/daemon
This is where daemons are. What are daemons you ask? Good question. Basically I think they are objects that control, handle, and store data. Right?
Chaos responds: Something like that. Our daemons are probably best understood by reference to Unix system daemons, which are programs that run continuously (usually) and handle some particular task; the most popular daemon is the HTTP daemon, or web server. Our daemons are similar: they're objects that hang out and handle some particular function. /daemon/armour manages the armour subsystem, tracking the armour type and armour style definitions; /daemon/weapons manages the weapon subsystem, tracking weapon types, weapon sizes, and ammunition types. These are examples of a class of daemon called broker daemons because their main function is handling definition objects and brokering requests for them; they're mainly found in /daemon. Control daemons are another major class; these live in the /dmn directories of individual projects and serve as central managers for the project. Other daemons just package up some similar functionality, such as /daemon/time; some manage ongoing or specific-purpose processes of the game, such as /daemon/cron, /daemon/autoheal, and /daemon/shutdown.
Two of the universal characteristics of daemons is that they are never cloned and they are never in-game items. I can conceive of circumstances that could create an exception to the former, but not the latter.
If you need to refer to a daemon that lives in /daemon in code, you will almost always be using the "service" macros for them, defined in /lib/services.h, which look like Daemon_Time, Daemon_Autoheal, Daemon_Shutdown, and so on. Another daemon, /daemon/services, manages these. Besides being prettier than string pathnames, these use a special mechanism to make them faster than other methods you might use for referring to daemons.
Read access privilege: read_lib
Write access privilege: write_lib
/def
This is where definition files reside. Definitions are abstract files that determine certain generic properties of particular files. Races, anatomies, weapon types, damage types, are all examples of things that have definitions.
Read access privilege: read_lib
Write access privilege: write_lib
/etc
A few header files are here, like item.h. This directory is mostly unused and is pretty much on its way out, but the basic idea of it once was that it would container header files that were strongly related to a particular instance of the Ain Soph lib rather than to the core of the lib itself.
Read access privilege: read_lib
Write access privilege: write_lib
/lib
This is the main location for Ain Soph lib header files. Most of the .h files you will ever use are found here. Project header files can usually be found in /d/Almeria/lib, or /d/Affiliations/lib, or something of that sort.
Read access privilege: read_lib
Write access privilege: write_lib
/lib/dev
This is where developer work-in-progress lib files go; everyone has write access to this directory.
Read access privilege: standard
Write access privilege: standard
/lib/descriptors
This is where the header files that are automatically generated by the descriptor definitions in /def/descriptor are kept. Most header files are manually maintained; these are unusual in being created by the system.
/mod
This hierarchy contains component modules, mainly to be assembled into complete inheritables by things in /std.
Read access privilege: read_lib
Write access privilege: write_lib
/obj
This hierarchy mainly contains files that are intended to be physical objects in the game world; weapons, armour, comestibles, and so on. There are a few special cases.
Read access privilege: read_lib
Write access privilege: write_lib
/obj/extensions
This is where standard system-wide extension objects are kept. Extensions are a way of loading functionality onto objects using attached, subsidiary objects; for instance, all weapon functionality is tracked by a weapon extension. This allows any object to be treated as an improvised weapon if need be.
/obj/interfaces
System-level input dialog interfaces are kept here. These are objects whose purpose is to handle an interactive dialog; the best example is /obj/interfaces/creation.c, which is the character generation interface.
/obj/master
This is where things like the master object and the simul_efun object are kept -- crucial system things.
Read access privilege: read_secure
Write access privilege: write_secure
/pub
This is a public directory hierarchy where files can be exchanged and freely edited, and so on. One interesting subdirectory is /pub/defunct, where we generally put the /w directories of former developers.
Write access privilege: standard
/std
Contains "final product" inheritable and clonable objects. Most of the objects you will use as base inheritables live here: /std/room, /std/item, /std/autonomon, /std/daemon, and so on.
Read access privilege: read_lib
Write access privilege: write_lib
/sys
Contains "system" header files. Generally, these are distinguished from header files that live in /lib by being more strongly related to things in /obj/master (e.g. /sys/security.h), or by being header files provided with the driver rather than defined by the Ain Soph lib (e.g. /sys/lpctypes.h). Two important, possibly poorly placed header files that live here are /sys/config.h, which contains some important lib-level settings, and /sys/master.h, which defines LS_Foo() macros that are mostly for referring to things in /obj.
Read access privilege: read_lib
Write access privilege: write_lib
/tmp
A public directory for temporary files. Files in this directory are cleared out periodically.
Write access privilege: standard
/txt
/usr
User files, mainly incarnos and kept-item save files, are in this hierarchy.
Read access privilege: player_files
Write access privilege: player_files
/w
This is where developer workspaces go; your personal directory, /w/yourname, is under this hierarchy. Originally the 'w' stood for 'wizard', back when we used such ill-advised terminology for developers, and the whole 'workspace' thing is just so we don't have to change the directory name.