I was finally able to get the Mud Designer in to a usable state over the weekend. It has an improved Telnet server that is completely decoupled from the IGame interface. The only coupling the server has with the engine at the moment is a reference to IPlayer, which I might be able to get rid of at some point down the road.
I thought this would be a good time to run some code analysis on the project and see where it stands. Unfortuantely, the report didn't bring the good news I was hoping to see. Let's take a look at the report.
The project contains 1,270 lines of code (compared to Alpha 2 which had 3,852) along with 89 Types (compared to 152). The Alpha 2 release contained 8 critical rule violations and 828 standard violations. Looking at the numbers for Alpha 3, they're roughly cut in half. I was hoping for the number to be lower, but it's early enough in the re-write that I can address this and lower these numbers. The goal of the re-write is to produce a more reliable code-base that provides greater flexibility and is easier to maintain. Proper patterning, architecture, design and code quality is critical for this. NDepend does an excellent job of identifying the areas that I need to address, and allows me to research and apply code designer philosophies.
One of the things that has greatly improved with the current code base is the Cyclomatic Complexity of the source. The overall average is about the same, but the maximum is down from 74 paths to 23.
Over the course of this week as I address some of these code violations, I will post a blog entry for the rule(s) I am currently working on addressing. The problematic source will be posted along with the end result of the refactor to satisfy the NDepend analyzer