Laser Squad Nemesis Tournament Administrator System

 

GAME OVER CALLBACKS

When a game is finished or aborted the tournament system will call the url you supplied to us with a set of data. There are two conditions triggering a callback, a 'start abort' and 'game over', which are identified by the variable ‘data_type’.

START ABORT

This occurs when one or both players have failed to deploy within the ‘response_deadline’ time limit.

Data supplied in the callback:

data_type ‘start_abort’
admin_id Your admin_id
game_id Id of the aborted game
player1 ‘1’ if deployed, ‘0’ if failed to deploy
player2 ‘1’ if deployed, ‘0’ if failed to deploy

If one player fails to deploy you can decide that this player loses by default, as in the knockout tournaments. However, if both players fail to deploy then you need to take some other action. For example, the knockout tournaments system creates a bye in the next round, giving automatic vitory to the player who was due to play the winner.

GAME OVER

This occurs when a game is finished with a definite result.

data_type ‘game_over’
admin_id Your admin_id.
game_id Id of the finished game.
winner ‘1’ for player 1, ‘2’ for player 2 or ‘d’ for drawn.
win_type ‘normal’ normal victory, ‘time’ one player’s clock ran out, ‘concede’ one player conceded.

CALLBACK FAILURE

If the callback fails for some reason then you need to be able to take some kind of remedial action, either manually or automatically. You can access a list of callback failures which includes all the data sent in the callback. See informational functions for more details.

TRACKING YOUR GAMES

In order to process your games properly you will need to store the following information when you start a game:

game_id The identification number of the game.
player 1 Player name of the first player.
player 2 Player name of the second player.

Your ‘game over’ callback handler will then be able to use this data to identify a winner for a particular game.