Re: [Freeciv-Dev] Idea for 2.0
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Greg Wooledge wrote:
>
>
> I don't know whether anyone's currently working on fog of war, but I'll
> offer my thoughts.
>
> The only good way to get all of the above working correctly is to enforce
> it at the server. If the client is told all of the units in a stack, it
> could be hacked by the player to give information the player should not
> have. (Under Civ2 rules, you can determine that an enemy boat is carrying
> one or more passengers (or shares the square with another boat) by the plus
> sign, but you can't know what those passengers are until you attack and win.
> But if the server tells the client what all the units on the boat are, the
> player has information (s)he shouldn't have.)
>
> Fog of war would work similarly. Tile update information cannot be sent
> to the player unless the player should get that info -- if the enforcement
> is at the client, the client could be hacked to do what it currently does
> (display all tile updates). Or people could just run old clients....
>
> The same goes for invisible units. If you don't want the player to know
> where enemy subs are, don't send the information!
>
> So, every way I look at it, the server needs to be modified. It has to
> be more selective about what information it sends to the player.
>
Absolutely. The server should definitely only send what the player is
supposed to know.
Cosmetically, I'd like to see the client displaying a visible 'fog' over
'known but not currently seen' tiles, so we know what we know, IYSWIM.
> But for fog of war specifically, there's another factor. The player
> should be able to see a tile (s)he has already explored, even if it's
> not updated. Thus, the client has to keep a copy of the last "version"
> of a tile sent by the server. That's all fine, and trivial... until you
> get to the saved game. When a game is loaded, and a client reconnects,
> it should get a copy of the map just like the one it had when the game
> was saved. Thus, the server must also know what the client sees -- which
> means the server must keep a record of every client's "view" of the map.
I disagree. I think that at save game time, the server should ask the
client 'is there any data you want to save?'. And the client should
send back its map. I think it's rather complicated to have the server
remember what each client thinks it can see - and additionally it seems
less elegant. In fact, the server could treat the data the client sends
back as opaque, and just save it - so clients could be extended to keep
more information (statistics, say) and the server would just stick it
into the savegame.
Jules
--
/----------------+-------------------------------+---------------------\
| Jelibean aka | jules@xxxxxxxxxxxxxxx | 6 Evelyn Rd |
| Jules aka | | Richmond, Surrey |
| Julian Bean | jmlb2@xxxxxxxxxxxxxxxx | TW9 2TF *UK* |
+----------------+-------------------------------+---------------------+
| War doesn't demonstrate who's right... just who's left. |
| When privacy is outlawed... only the outlaws have privacy. |
\----------------------------------------------------------------------/
- [Freeciv-Dev] Idea for 2.0, Artur Biesiadowski, 1999/07/14
- Re: [Freeciv-Dev] Idea for 2.0, Daniel Sjolie, 1999/07/17
- Re: [Freeciv-Dev] Idea for 2.0, Greg Wooledge, 2019/10/12
- Re: [Freeciv-Dev] Idea for 2.0, Tony Stuckey, 1999/07/15
- Re: [Freeciv-Dev] Idea for 2.0,
Jules Bean <=
- Re: [Freeciv-Dev] Idea for 2.0, Daniel Sjolie, 2019/10/12
- Re: [Freeciv-Dev] Idea for 2.0, Artur Biesiadowski, 2019/10/12
- Re: [Freeciv-Dev] Idea for 2.0, David Pfitzner, 1999/07/15
- Re: [Freeciv-Dev] Idea for 2.0, Daniel Sjolie, 1999/07/17
- Re: [Freeciv-Dev] Idea for 2.0, David Pfitzner, 1999/07/17
- Re: [Freeciv-Dev] Idea for 2.0, Jules Bean, 2019/10/12
- Re: [Freeciv-Dev] Idea for 2.0, Greg Wooledge, 1999/07/15
- Re: [Freeciv-Dev] Idea for 2.0, Daniel Sjolie, 1999/07/15
- Re: [Freeciv-Dev] Idea for 2.0, Artur Biesiadowski, 1999/07/17
- RE: [Freeciv-Dev] Idea for 2.0, Todd Goodman, 1999/07/17
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