On Mon, 2008-06-02 at 15:05 +1200, Lee Begg wrote: > 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.
Sounds like a good idea. Would it not be better to create the turn timer as part of the game loading process? That way you could have a valid timer when player are being added. Tim _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
