Updated rst-docs to match online wiki

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Griatch 2011-09-14 21:17:50 +02:00
parent f523ce686a
commit 60e980be67
4 changed files with 111 additions and 83 deletions

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