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Re: [pbmserv-dev] can there be partners on this server?



I would definitely suggest adding a new abstract layer
to encapsulate the behavior.  We could start by trying
to isolate relevant events.  It would be a good time
to come up with a clean default behavior for what
happens if someone resigns or forfeits as well as the
usual win/loss!

Lyman

--- John Williams <williams@tni.com> wrote:
> Richard has been wanting to allow the ratings system
> to be changed on a
> per-game basis, but hasn't figured out how to do it
> yet.
> 
> So here's a suggestion.  Unfortunately, I'm too busy
> at work to try to
> implement this myself...
> 
> We could add a (virtual) method to the Game class
> which has the
> responsibility of creating the Ratings object. 
> Normally it would not be
> overridden and just create an object of the ELO
> Ratings class.
> Games which want to use other ratings systems (FIBS,
> KotH, etc.) could
> link in those class files and override the method to
> create a Ratings
> object of the type that they want to use.  The new
> ratings classes could
> be implemented as subclasses of the default ratings
> class, or perhaps as a
> subclass of an abstract class that the default
> ratings also inherits from.
> 
> Sound feasible?  The Ratings class interface may
> need to be munged a bit
> to accomodate different ratings systems.
> 
> ~ John Williams
> 
> 
> On Wed, 23 Jul 2003, Douglas Zander wrote:
> 
> > Sharkey, would it be possible to go in and
> manipulate the ratings
> > file for a game directly?  I understand that this
> would be a lot of
> > programming, but could it be done?  We could maybe
> over-ride the
> > ratings.cpp file or the game.cpp file or what-ever
> file is neccessary?
> > I guess those files aren't labeled as "virtual"?  
> Is that what would
> > be required?  Is this how Richard protects certain
> parts of the program
> > by making them non-virtual???
> >
> >
> >
> 
> 
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