The signal handler is registered as soon as the server is starting to initialize, to make sure that it properly shuts down even when you press Ctrl+C before the server loop is running.
Closes #2856.
well I'm more weirded out be company actively talking to hire me rather than the ripoff part.
19:16
Also I don't know if a ddrace type mobile game would be popular among the general public. Which is essential for a mobile game to get picked up by a game service provider.
19:18
I feel like you are almost guaranteed to fail if you run a game as service in-house in China.
Designing a modding API at this stage of the game is basically impossible. You could never fulfill all requirements of the modders and most of them would never even adapt to a new standard as most peolple use ddnet anyway. No matter whether one used lua, wasm, js/ts, a native interface or whatever, there would always be someone who (thinks he) knows better, or misses some feature and implements it on his own. The game would need an extensible protocol, flexible physics code, a scripting interface and a modifiable UI to be really useful for modding. I still love to play vanilla from time to time, but besides a few people who play the game for over a decade now, it is basically dead. But even getting back to a common codebase is unrealistic, since ddnet depends on countless physics bugs in their code...
Yeah teeworlds is not a game engine, but due to its very static coding style it has a lot of restrictions which could definitely be relaxed a bit. At the moment both projects are getting contributions, though on tw side its mostly Robyt3 against an army of people on ddnet side. Both projects are missing fixes and improvements that were added to the other one years ago... A standardised API would probably get some attraction but due to the different policies of ddnet and tw I would not bet on it, and implementing an API without the support of ddnet is not worth the effort imo.