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Decisions made at the beginning

  • Technologies used

  • How to handle the ingame browser?

    • Smarty comes in handy here: The ingame browser loads a different template set as the outgame version (The ingame templates are located in the 'ams_lib' itself). Why can't it load the same templates you might think? The ingame browser uses LibWWW, which supports only a small set of html tags and no css. You can see the allowed set of html tags on the Ingame browser page.

  • How to handle #languages?

    • In the lib itself there's a Languages directory with multiple .ini files, one for each supported language. The content of these .ini files will be parsed just before loading the template and the part that's needed for the page being loaded will be passed.

  • Admins/Mods/Users

    • Our current permission system supports those 3 kinds of users, the permission level for this is stored in the db (ticket_user table).
      After installing the system there's an initial admin namely "admin". You can login to that user and assign other users as moderator/admin.

The database structure

Next we started with the design of our database. I had to think about the advanced AMS features in advance. This is the reason why there are still a few unused DB tables in the design, the plan however is to use those as soon as possible by implementing the extra features.

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