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Re: [Freeciv-Dev] Idea for 2.0
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Re: [Freeciv-Dev] Idea for 2.0

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To: Freeciv Dev <freeciv-dev@xxxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] Idea for 2.0
From: Daniel Sjolie <deepone@xxxxxxxxxx>
Date: Thu, 15 Jul 1999 16:56:13 +0200

On 1999-07-15 16:27:03, Peter Schaefer wrote:
> Daniel Sjolie wrote:
> > 
> > On 1999-07-15 14:11:10, Peter Schaefer wrote:
> > > A useful discussion...
> > >
> > > Generating it in the client and sending for safekeeping is
> > > bad for traffic reasons.
> > 
> > Well, that depends...
> > If the client should be anything but stupid we need something like
> > that... If You think it is unfeisable I'd like to hear it before I spend
> > to much time doing it... :)
> > But I realize that sending an entire map each turn might be a little on
> > the heavy side... :) Maybe You could make it optional... Sending it on
> > request when the server makes a save should be doable... If You're on a
> > slower connection maybe You can live with the risk of losing some
> > stuff... Sure, it's not perfect... But neither is keeping everything in
> > the server... I think this is a very good example of what *should* go in
> > the client...
> > 
> 
> 
> Ok, maybe that was not a good enough point - here is a better one:
> If the client sends the map to the server for safekeeping anyway,
> why not keep it in the server from the start ?

Because the server has no bussines tampering with that map!
It is very much the right thing to do to have it in the client...

> Last time I played on a small connection, downloading
> the map took very long - so I think yes, it matters.

I understand that...

> This sort of spells doom for (ai) clients that plan to sent
> huge amounts of data to the server for safekeeping -

Agreed, so let's solve it in anuther way... :)

> maybe (ai) clients should avoid storing anything on the server
> that they could recalculate - imagine shortest path data here,
> or threat densities, or distance from empire.

Certainly...

> To help clients like this in remembering where other
> civilizations cities, units and improvements have been sighted,
> keeping a map on the server should make most sense.

Well...
Let's see if I can write my weird mind down... :)
I really have a problem explaining what I am thinking here... :p
*sigh*
Consider this:
The data could be in the server but it would be in a general form and
modified by general 'modifying client-data-stored-in-server' packets...
Yes, maybe something like that... :)
It does *sound* like a solution... :)
Ahh... Yes, I'm starting to like this idea... :)

> Storing the clients memory of current relations with other
> civilizations would make sense, and does not use much bandwidth.

Well, that would be an example yes...

/Daniel

-- 
Now take a deep breath, smile and don't take life so seriously... :)

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