Flaab Mrlinux wrote: > Jonas Pfenniger wrote: > >> If you take the example of Ogame. Imagine you send an attack to planet >> XY. >> You don't need to know the result until user A or user B access their >> profile and see that user A has destroyer all user B's sattelites. > > I Jonas. This is not actually true: I'll explain myself. Supposse the > following: > > 1) User A sends an attack to user B, supossed to arrive within 5 hours. > 2) Then none of A or B users connect again due to whatever. > 3) Just after those 5 hours passed, an user C sends an attack to user B, > but user B has already received an attack that hasn't been proccessed > cause neither the atacker or himself connected again and the user B > defense forces info is deprecated. Event-driven would still work here, you'd just need to have a global event queue rather than a user-specific one. For example, User A sends an attack to arrive 5 hours hence. This puts an event into the queue. Then, whenever *anyone* checks their profile (which I assume will be a regular event), *all* messages left on the queue with an effect time in the past are processed. This means that, in your example above, User C logging on to make the attack causes A's attack to be processed and B's forces to be suitably depleted. > I was thinking about doing it with Php cause it's my "mother languaje" > for dynamic web programming, I knew about ruby on rails but i thought it > was more like a "PhpNuke" or "Mambo" CMS programmed in ruby, or close to > it. It's a lower layer than that - more like CakePHP or CodeIgniter (if you've come across them). You could write a "RailsNuke" or a "Rambo" with it if you wanted. > I've read that Rails is much more fast to program dinamic web sites > but...as far as I know, Php is pretty effective and Rails was something > fast to do standard web applications but i didn't thought it could do > the trick for a complicated game web-based interface. Can it really be > usefull to do this? Yes. -- Alex