Request for comment |
Tue, 11 March 2003 17:17 |
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Ron | | Commander Forum Administrator | Messages: 1239
Registered: October 2002 Location: Collegedale, TN | |
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Some game hosts on AutoHost have questioned why AutoHost will sometimes skip the next scheduled gen time after it generates early.
I'll try to explain why and my rational, then ask for your comments.
If not using 'strict schedule', if all active players upload their .x files before the scheduled gen time, AutoHost will gen the turn right after the last active player uploads.
Consider the following:
1. 'stict schedule' NOT checked
2. Schedule set to gen every day at 18:00
Imagine if all active players uploaded their .x files before 18:00, say 15:00... AutoHost gens the turn early at 15:00. Thats fine.
But now what? You obviously don't want AutoHost to now gen at the scheduled 18:00 time, 3 hours from the last gen. Many players may not have had time to play their turn. What to do, where to draw the line?
I don't know. That is why I have AutoHost skip the next scheduled turn gen.
There is a way to manually 'reset' the counter AutoHost uses... In Host Utility, make any small change to the turn gen schedule, save it, then change it back again and save it. That should 'reset' the 'time of last turn gen/time of next turn gen' counter that AutoHost saves for that game.
Stars! AutoHost functioned quite well for several years before turn gen schedule code was introduced. Its complex, buggy, and I don't like it
One definite bug that bites hosts alot is that AutoHost doesn't take the amount of time that a game has been on hold into account when its determining when to generate a turn. Currently, AutoHost counts from the modification time of the game's .hst file (if not using a gen schedule)
I'm open to comments/suggestions.
Ron Miller
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