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[Freeciv-Dev] Re: Against cheating clients: global_advances patch.
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[Freeciv-Dev] Re: Against cheating clients: global_advances patch.

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Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Against cheating clients: global_advances patch.
From: Marko Lindqvist <caz@xxxxxxxxx>
Date: Mon, 4 Sep 2000 15:33:17 +0300 (EET DST)

On Sun, 3 Sep 2000, Jeff Mallatt wrote:

> At 2000/09/02 17:30 , Marko Lindqvist wrote:
> >On Sat, 2 Sep 2000, Jeff Mallatt wrote:
> >
> >> At 2000/08/20 20:34 , Marko Lindqvist wrote:
> >> >
> >> > Don't send to client any such information concerning global techlevel
> >> >that is impossible for user of standard (non-cheating) client to see.
> >> >
> >> 
> >> This doesn't address all cases.  I didn't do an exhaustive search, but at
> >> least the spaceship advances need to be included (at least, for now).
> >
> 
> city_change_production_penalty() is called from city_turns_to_build(),
> which is called in several places in the client.

 Umh, yeah (can't understand how I missed that).

> 
> >> Also, I think I'd eventually prefer to not send global_advances at all, if
> >> posible, send just the vector of obsoleted wonders.
> >
> 
> Also, I think it would be easy to implement, and much cleaner than masking
> out advances.

 Any ideas how to handle those spaceship part advances? Every solution I
can think about either sends too much information to clients or is ugly
hack. One solution would be to tell everybody (with non-modified clients
too) when each spaceship part is available to someone.
 Should I remove common wonder_obsolete() and make separate functions to
client and server or modify common function to use obsolete_wonders vector
and add update_wonder_obsolescence() to server.
 Should I mask out information about those wonders player can't yet build
or should I modify clients so they show (where?) obsolescence of all
wonders?


 Caz

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