Up to Main Index Up to Journal for October, 2013 JOURNAL FOR FRIDAY 18TH OCTOBER, 2013 ______________________________________________________________________________ SUBJECT: Best way to solve logging in issues? DATE: Fri 18 Oct 22:53:14 BST 2013 Wednesday was a bust due to a family thing I had to deal with :( I had every intention of just postponing my Wednesday coding session till Thursday instead. That didn't happen either due to work. This is why programmers like to have a 'cave'[1]... so nobody can find them and they are left alone to code! Continuing with logins I've been trying out a few ideas. Currently I have one idea which seems more favourable than the others. When a player logs into the server we continue to fully load, unmarshal and then add the player to the PlayerList. However we do not add the player to the world yet. What does this buy us? We have an accurate player count via the PlayerList still. Currently the PlayerList would only count players in the world and you could have any number of players sitting at the login screen. By having the player fully loaded we can access and affect it. For example we could change the characters name, the player's password or examine inventory items. All sounds good right? Well it raises a few questions as well. Should the 'who' command only show players in the world or those logging in as well? What happens if a player logs in but then doesn't enter the game? Effectively they could block a player slot that could otherwise be used by someone else who actually wants to play. The current code does not expect a player to EVER have a nil location. This can cause unexpected panics. As this seems the best route to take I'm currently mulling over the issues and their implications and the best way to handle them. Maybe I'll get some spare time over the weekend to spend coding. -- Diddymus [1] http://randsinrepose.com/archives/a-nerd-in-a-cave/ Up to Main Index Up to Journal for October, 2013