Howdy all,
I've been looking for a way to start my bport up (assuming it went down via acceptable reasons) by using an in-game command on our main port. I'm not the best coder in the world, I just know enough to get by. I leave all the big stuff to my partner in crime :P. Anyway, here's what I have (and I'll explain it further below):
void do_start_bport( CHAR_DATA *ch )
{
char buf[MSL];
sprintf(buf, "~/lpbuild/build_port/src/startup &" );
system(buf);
send_to_char( "the bport should now be running.\n\r"
"If the port was already in use, this will have no effect.\n\r", ch );
return;
}
(our main port runs from ~/mud_lp/src)
Kay, I've experimented around with a few different versions of the above and managed to somehow get a bport up and running, however it was an exact copy of our main port running on bport's port assignment (all the pfiles could be loaded from main port, areas, etc). So I figure I'm on the right track, but I'm simply missing something. I wish I had left the variant I had alone when I got it to startup with mainport's 'stuff'. Alas I didn't, else I'd tell you how I managed to do it.
Can anyone explain to me why this isn't working and describe a possible solution?
-Tzaro
I've been looking for a way to start my bport up (assuming it went down via acceptable reasons) by using an in-game command on our main port. I'm not the best coder in the world, I just know enough to get by. I leave all the big stuff to my partner in crime :P. Anyway, here's what I have (and I'll explain it further below):
void do_start_bport( CHAR_DATA *ch )
{
char buf[MSL];
sprintf(buf, "~/lpbuild/build_port/src/startup &" );
system(buf);
send_to_char( "the bport should now be running.\n\r"
"If the port was already in use, this will have no effect.\n\r", ch );
return;
}
(our main port runs from ~/mud_lp/src)
Kay, I've experimented around with a few different versions of the above and managed to somehow get a bport up and running, however it was an exact copy of our main port running on bport's port assignment (all the pfiles could be loaded from main port, areas, etc). So I figure I'm on the right track, but I'm simply missing something. I wish I had left the variant I had alone when I got it to startup with mainport's 'stuff'. Alas I didn't, else I'd tell you how I managed to do it.
Can anyone explain to me why this isn't working and describe a possible solution?
-Tzaro