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


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