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[Freeciv-Dev] Re: Preparations for other AIs and humans
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[Freeciv-Dev] Re: Preparations for other AIs and humans

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To: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Preparations for other AIs and humans
From: Falk Hueffner <falk.hueffner@xxxxxxxxxxxxxxxxxxxxxxxx>
Date: 13 Jan 2001 15:15:04 +0100

Thue <thue@xxxxxxx> writes:

> On Saturday 13 January 2001 14:09, Jeff Mallatt wrote:
> > At 2001/01/12 08:41 , Thue wrote:
> > >On Friday 12 January 2001 13:00, Raimar Falke wrote:
> > >Client all the way. Then
> > >1) We don't have to worry about cheating. (half reason for goto in client)
> > >2) You can change what you want in your own AI without changing the
> > > server. 3) Interaction between the various AI component would be easier
> > > if they were all in the client.
> >
> > But, as with the worklist, I want my automation to continue even if my
> > client gets disconnected.  Also, again as with worklists, saving state
> > becomes a problem if it isn't all on the server.
> >
> > jjm
> 
> This could be solved by making the server spawn a "maintainance AI" when a 
> client gets disconnected. Also, we can give the client the ability to save a 
> few clues like AUTO_ROAD_BUILDING, only for use on the client side.
> Most of the information needed for automation can probably be rebuild without 
> clues; ie, just reevaluate from scratch.

I think a better and more general solution is to allow tagging opaque
attributes to players, cities and units by the client, which will be
saved in savegames and retransmitted on reconnect, as suggested by
Raimar in another thread.

        Falk




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