[DGD] Persistance
Stephen Schmidt
schmidsj at union.edu
Thu Jan 8 17:34:30 CET 2004
On Thu, 8 Jan 2004, Robert Forshaw wrote:
> Don't you have to destruct the user object in order for their connection to
> be dropped?
-This- is why the connection object and the user object should
be different objects :)
It does raise the point that if there is data in the connection
object, you have to save that when you drop the connection. I
would argue that any data describing the human player playing
the game should be stored in the connection object. The player's
password, in particular, ought to be there. That probably has
to go into a save file, for this reason. But the connection
object really doesn't need much more data than that. Melville
stores password, real name, last time logged on, IP address
of last login, and one or two more things. All of which are
not part of the game world, but are accounting dealing with
the human player on the other end of the connection.
Steve
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