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author | Aryadev Chavali <aryadev@aryadevchavali.com> | 2025-02-15 20:05:01 +0000 |
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committer | Aryadev Chavali <aryadev@aryadevchavali.com> | 2025-02-15 20:08:32 +0000 |
commit | a56355da7d678ff61c0ad7b266742c91ab883ebb (patch) | |
tree | 74a6f801f96b321dd34dfc10a5825483f82134c0 /bob.lisp | |
parent | 0c04a32251d46664a755221b8f37edc87dc7d267 (diff) | |
download | cantedraw-a56355da7d678ff61c0ad7b266742c91ab883ebb.tar.gz cantedraw-a56355da7d678ff61c0ad7b266742c91ab883ebb.tar.bz2 cantedraw-a56355da7d678ff61c0ad7b266742c91ab883ebb.zip |
Rework player package to use structures and a hash table
Instead of an association list and a type contract, let's use a hash
table and a structure. This is: more explicit, encapsulates state
more effectively, generates much of the cruft (constructors,
destructors) for me.
A hash table is more efficient when considering large player bases.
In particular, we'll be generating unique player IDs to make it a bit
more difficult for a malicious agent to guess another player's ID and
make bad requests.
Diffstat (limited to 'bob.lisp')
0 files changed, 0 insertions, 0 deletions