Updated rst-docs to match online wiki
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@ -7,9 +7,9 @@ described `here <StartStopReload.html>`_.
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https://2498159658166209538-a-1802744773732722657-s-sites.googlegroups.com/site/evenniaserver/file-cabinet/evennia*server*portal.png
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As seen above, the Server and Portal are glued together via an AMP
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(Asynchronous Messaging Protocol) connection. This allows the two
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programs to communicate.
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The Server and Portal are glued together via an AMP (Asynchronous
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Messaging Protocol) connection. This allows the two programs to
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communicate.
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Portal and Server Sessions
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--------------------------
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@ -24,15 +24,16 @@ Session* is created on the Portal side. This session object looks
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different depending on which protocol is used to connect, but all still
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have a minimum set of attributes that are generic to all sessions.
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These common properties are piped through AMP to the Server, who is now
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informed a new connection has been established. On the Server side, a
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*Server Session* object is created to represent this. There is only one
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type of Server Session. It looks the same regardless of how the Player
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connects, it leaves such details up to the Portal.
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These common properties are piped from the Portal, through AMP, to the
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*Server*, which is now informed a new connection has been established.
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On the Server side, a *Server Session* object is created to represent
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this. There is only one type of Server Session. It looks the same
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regardless of how the Player connects.
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From now on, there is a one-to-one match between the Server Session on
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one side and the Portal Session on the other. Data arriving to the
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Portal Session is sent on to its mirror Server session and vice versa.
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one side of the AMP connection and the Portal Session on the other. Data
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arriving to the Portal Session is sent on to its mirror Server session
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and vice versa.
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During certain situations, the portal- and server-side sessions are
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"synced" with each other:
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@ -43,12 +44,12 @@ During certain situations, the portal- and server-side sessions are
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- The Player quits from inside the game, killing the Server Session.
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The Server then syncs with the Portal to make sure to close the
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Portal connection cleanly.
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- The Server is rebooted/reset/shutdown - The Server Sessions are then
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- The Server is rebooted/reset/shutdown - The Server Sessions are
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copied over ("saved") to the Portal side. When the Server comes back
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up, this data is returned by the Portal so the two are again in sync.
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This way a Player's login status and other connection-critical things
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can survive a server reboot (assuming the Portal is also not stopped,
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obviously).
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can survive a server reboot (assuming the Portal is not stopped at
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the same time, obviously).
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Sessionhandlers
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---------------
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