Re: [Freeciv-Dev] patch to add synchronous game turns
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> Presumably for single-player it also fixes the problem (?) that
> if you disconnect from a running game, currently the AI will
> finish that turn, and it will be the next turn when you re-connect?
> (Although offhand I'm not sure if its an appropriate fix or whether
> that is a different issue.)
Game turn does not advance until the player explicitly ends the turn.
> - Most of the server option vars are stored in the game struct
> (or map, as appropriate) which I think is probably better?
Good point. I noticed this. I can fix this.
> - Most server option values are saved in the savegame, and it
> would probably make sense here too. See gamehand.c and make
> sure to use secfile_lookup_int_default() to load.
Another excellent point -- the game admin noticed this. I can fix this as well.
> - This should probably be SSET_TO_CLIENT, so clients can see
> whether the game is "synchronous" or not?
Yep. I'll fix too.
> - Shouldn't the change be inside check_for_full_turn_done()
> as suggested by Mikko Tuumanen <mijutu@xxxxxx> (pity about
> mail archives) instead of around the sniff_packets call?
> (Adjust whether check .conn there.)
I tried this approach first but it didn't seem to work quite right. I'll look
at the code again and give more details as to why it doesn't work.
I didn't see the original post concerning this. Is there a problem with the
mail archives?
Thanks much for the input!
-- Gary
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