Index of /fun/isd/server/src

      Name                    Last modified      Size  Description
Parent Directory - bits/ 2021-04-28 23:20 - lib/ 2021-04-19 17:17 - old-infrastructure/ 2021-04-16 12:29 - registrations/ 2021-04-14 18:41 - tests/ 2021-04-23 17:44 - TESTING-NOTES 2013-05-01 21:18 615 actors.pas 2021-05-26 23:03 42K build.sh 2021-04-16 12:21 2.1K callbacks.pas 2021-04-16 13:08 969 development.tt 2021-04-20 17:34 8.5K dynasties.pas 2021-04-23 17:19 18K facilities.pas 2021-05-26 23:04 4.0K game.pas 2021-04-28 23:21 27K gravity.pas 2021-05-03 22:57 45K isd-server.pas 2021-04-20 17:56 3.0K newunit.pas 2021-04-16 12:36 319 properties.pas 2021-05-14 17:37 891 refgamebits.pas 2021-05-28 00:19 311 rpc.pas 2021-05-26 23:03 23K spacemanagers.pas 2021-05-03 22:57 18K techtree.pas 2021-05-26 23:17 55K test.pas 2021-04-16 14:50 220 threads.pas 2021-04-16 12:36 6.8K tokenutils.pas 2021-04-16 13:48 5.6K universe.dat 2021-10-30 11:43 82K
The format for technologies.tt is as follows.

There are three types of blocks. Topic blocks define areas that can be
researched. Technology blocks define things that can be built.
Breakthrough blocks define nodes on the technology dependency tree.


TOPICS

Topic blocks have the form:

   Topic: <name of topic>                                                                                   Required first
   Needs: <name of breakthrough dependency>                                                                 Optional, repeatable

The name is what appears in the UI.


TECHNOLOGIES

   Technology: <name of technology>                                                                         Required first
   Needs: <name of breakthrough dependency>                                                                 Optional, repeatable
   Implementation: <name of actor class> <settings for actor...>                                            Required
   Facility: <name of facility class> <settings for facility...>                                            Optional, repeatable

Currently the name is used to generate the object.


BREAKTHROUGHS

   Breakthrough: <name of breakthrough>                                                                     Required first
   Needs: <name of breakthrough dependency>                                                                 Optional, repeatable
   Difficulty: <number of seconds after it's unlocked before the tech can be found>                         Optional, default: 0 seconds
   Obscurity: <number of seconds after the difficulty is dealt with before it is found, on average>         Optional, default: 1 day
   Topic Bonus: <difficulty bonus modifier> per second from <topic name>                                    Optional, repeatable
   Breakthrough Bonus: <difficulty bonus modifier> from <breakthrough name>                                 Optional, repeatable



========================================================================
PLOT NOTES
----------

A civilisation bound to a solar system discovered a stupendously
hostile race in some other dimension while trying to get some valuable
material from there. In trying to defend themselves they accidentally
set off a solar-system extinction event. They sent everyone they could
in criostorage out on automated ships. These ships, silently going
through space using high tech, subsequently each fail and crash into
various planets, waking random passengers as they do so. The crio has
failed to retain their memories. The library computer has failed. Only
fragements of their history remains.



========================================================================
SERVER DESIGN
-------------

Central server has all data in memory.
Clients talk to that server.

Secondary servers implement physics, tech tree, etc. They connect to
the central server and offer services.

Central server sends relevant data to each secondary server. Secondary
servers send updates regularly. Central server can indicate when a
particular region needs more frequent updates.

Load gets distributed across available secondary servers.