Server saving

Today I spent quiet a bit of time working on several features of the Mud Designer that I’ve been meaning to add. The biggest one to get working was allowing Single-player & Multi-player games to run from the same executable without needing to make changes to the source code.
Now users can edit the Settings.ini file and change ServerEnabled to true or false. With the setting set to true, the server will be enabled and all of the content being sent to the player will be sent over the network & the console goes into output only mode, meaning only information related to the server and game world are printed to the console.
If it’s disabled the input is piped through the console and all game startup messages become mute so the player doesn’t see them. The network server is never started and content is sent out through the console.
With this option now available, I merged MudOfflineExample & MudServer projects into a single project called MudGame.

Another thing I began working on today was saving of the game world. Every 60 minutes the game world is automatically saved if Game.AutoSave is set to True. Currently only Realms, Zones & Players are saved. The Rooms and Game objects will be added tomorrow, and complete the World save code.
For Realms, Zones and Rooms, the previously saved files will always be deleted before saving starts. This way if any changes are made to the world currently running they will be saved and old files won’t be available to get mixed up during content loading. World restoration is not implemented yet.

Lastly, World Time is now supported. The engine keeps track of what time in the game world it currently is. The amount of customization for the GameTime class is pretty large, so I’m working on finishing it up and writing documentation to cover it.

I’m hoping I can get Alpha 1.2 pushed out sometime over the next week or so.

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