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<?php
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$count="0";
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include("GameEngine/Config.php");
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$connection = mysql_connect(SQL_SERVER, SQL_USER, SQL_PASS) or die(mysql_error());
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mysql_select_db(SQL_DB, $connection) or die(mysql_error());
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$q = "SELECT * FROM ".TB_PREFIX."movement where endtime < ".time()." and proc = 0";
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$result = mysql_query($q, $connection);
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$count=mysql_num_rows($result);
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?>
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<h1><img class="point" src="img/x.gif" alt="" title="" /> event jam (00:00:0?)</h1>
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<p>
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All events occurring at a later time get calculated by an event system. In case the server is overloaded or the connection between webserver and database is bad an event jam can result of this.
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<br />
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As soon as more events are received per second than can be calculated per second, events (e.g."construction finished" or "troops arrived") will be put into a waiting loop.
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<br />
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The chronological order of troop movements stays the same, even in an event jam, so troops that would normally arrive somewhere first would still arrive there first.
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<br />
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As player, nothing can be done against an event jam except waiting. Normally these problems get resolved after a few minutes automatically. At the moment <b><?php echo $count; ?></b> events await </p>
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<map id="nav" name="nav">
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<area href="manual.php?s=1" title="back" coords="0,0,45,18" shape="rect" alt="" />
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<area href="manual.php?s=1" title="Overview" coords="46,0,70,18" shape="rect" alt="" />
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<area href="manual.php?s=1" title="forward" coords="71,0,116,18" shape="rect" alt="" />
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</map>
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<img usemap="#nav" src="img/x.gif" class="navi" alt="" />
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