[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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