[Freeciv-Dev] Re: BUG: Goto is executed too early
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freeciv-dev@xxxxxxxxxxx (Freeciv developers) |
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[Freeciv-Dev] Re: BUG: Goto is executed too early |
From: |
Reinier Post <rp@xxxxxxxxxx> |
Date: |
Sun, 25 Feb 2001 14:24:35 +0100 |
On Fri, Feb 23, 2001 at 02:08:48PM +0200, Joona Kiiski wrote:
>
> I don't know if this a bug:
>
> You attack on enemy city and destroy the last defending unit.
> Your enemy buys new unit in the city to defend at next turn.
>
> But if you now use goto-command (target empty city),
> you occupy city before new unit is
> created. I think that is a bug!
No, it is a feature. Goto is executed at the server side, before
interaction from the clients is processed. It is processed player
by player, with the players in a random order.
http://www.freeciv.org/lxr/source/server/srv_main.c?v=cvs#L427
This will call 'AI management' on all the player's units, which
includes goto as a special case, see
http://www.freeciv.org/lxr/source/ai/aiunit.c?v=cvs#L1803
> The order should be:
> First new stuff is built and then players (or goto functions) move units
So you think there should be a round of city movement for all players
first, then a full round of unit management?
> This is easy to reproduce.
Definitely, it is the same as the 'my opponents perform two moves at
once' "bug". It is a feature because it makes goto more powerful to
help neutralize differences in hetwork latency.
> --
> Zamar
--
Reinier
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