Con, If your autorun script doesn't get killed/interrupted too then the mud should come back up after it sleeps for 40. But in the game loop or main you can catch or trap the signals before they bring down the mud. But then again if you so this I don't know how you'll be able to kill the process. But here's how: You need to include <signal.h> if it isn't already. Then use the function signal(). signal(<signal type>, <what you want to do with it>) Thus you would prolly want: signal(SIGINT, SIG_IGN); this will ignore the interrupt signal. Or you can send the signal to another function to take care of it. extern int sighandler(); signal(SIGINT, sighandler); Basically, you can set SIG_DFL to let the signal act 'normally' (i.e bring down your program), or SIG_IGN so that your program will ignore this signal, or send it to a function which can deal with it. Try man signal, sigvec, sigblock, sigpause, sigsetmask, and sigstack to get more info on this. Also I *believe* that SillyMUD has some signal handling routines to let it finish up and shutdown gracefully. - Sean Glasgian @ The Dominion
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