On Mon, 02 Jun 2008, Tim Ansell wrote:
> > > It sounds like there is no logical way you can start the network before
> > > starting the game to me. It might make more sense if you start
> > > supporting multiple games on a single server.
> >
> > Well, if you want to create all the players before starting the game,
> > then it's necessary.
>
> I was assuming that starting the game was equivalent to loading the
> ruleset. (Otherwise how will players know what type of game they are
> joining?)

No, there are three separate actions:

tpserver-cpp> ruleset rulesetname

Loads the shared library and set it as the ruleset.

The command can be run again to change the ruleset, but only before the game 
load command is run.

tpserver-cpp> game load

Initialises the persistence and the ruleset. Then tries to load the gameinfo 
from persistence, if it fails it sets up the gameinfo, and calls 
ruleset->createGame(). If the game info is retrieved, the various managers 
are initialised (getting the minimum required data from persistence).

Players could be added from this point.

tpserver-cpp> game start

Starts the turn timer, creating it if necessary.


I probably need to add that to the ruleset book.

> This seems to indicate there are something which which should
> exist just as part of the ruleset rather then part of a started game?
>
> Mithro

Later
Lee

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