[Freeciv-Dev] Re: Working on client APIs
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
--On Tuesday, 18 July 2000 10:35 +0200 Raimar Falke
<hawk@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote:
On Mon, Jul 17, 2000 at 10:43:57PM -0400, Jed Davis wrote:
Oops. I read "client-side AI" and for some reason thought "integrated
into the GUI client", which is not the best idea for an independant AI
(or IMHO the best idea for scripting, for that matter). It all makes a
lot more sense now. (Of course, if one wanted to observe a client-side
AI, or use a partial AI (i.e. scripting) multiple connections per
player would be needed.)
You mean one full control connection and serveral others which will get
infos from the server but are not able to send commands? Sounds good.
I'd thought that every connection would have full control privilege.
Never mind the multiple-process stuff; it was based on an incorrect
interpretation.
But under the assumption that some kind of parallel execution is needed
multiple processes are a solution. And in a heterogenous environment
(different languages) presumably easier than multithreading.
True... Of course, communications would be simpler and faster (API and
function calls vs. protocol and IPC) with multithreading, and blocking the
interpreter thread on incoming packets could be done fairly easily: My
current thought is a pipe, with an arbitrary character written to it for
each packet recieved, so a read will block until the next packet or return
immediately if one is available (probably stored in a queue (which both
threads can access directly)).
--Jed
[Freeciv-Dev] Re: Working on client APIs, Jeff Mallatt, 2000/07/08
|
|