Re: [Freeciv-Dev] Patch to improve persistence of games
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On Sun, 31 Jan 1999, Daniel Burrows wrote:
> Hi.
>
> I think that a bug--or at least a missing feature--in freeciv is the ability
>to play games that take a long time, and in which the participants are likely
>to not be connected often.
I think this is very important.
>* "Magic cookies"
Yep
>* Server autosaving
have 2 files, this_turn and last_turn, for a server this is all we need.
>* Dealing with transient connections -
> The default behavior when a player drops connection is
> to skip them each turn; with my patch, the game waits for them
> to move. This can be disabled by a server option.
Will goto's etc be dealt with by the server, so that if you miss
some turns, (Real Life etc) you're forces still act on default orders.
I think the speed could be set as 1 turn per X hours (where X can be
4 or 12 or whatever).
> Displaying the moves could be handled by storing the info about the last
>move made on the server until each player has gotten it, including players
>who are temporarily disconnected. (is this done already?)
couldn't moves that would have been sent to a player, be stored in a
file (buffer) until the player retrieves them ?
Even several turns worth of data.
> -- The ability for a client to keep multiple sets of authentication for
> games.
Yep, both servers and clients need to be able to handle being involved
in multiple games.
> (the major barrier to my playing a game of freeciv against a human so far
>is that it's hard to coordinate matters so that you are both connected
>to the server at the same time for a prolonged period of time.
yep, i'd prefer the option where you could have a turn every 4 hours.
The diplomacy (email) of 14 players playing a low key game over a
couple of months, would suit me.
# banjo
1;
- Re: [Freeciv-Dev] Patch to improve persistence of games,
Billy Naylor <=
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