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[Freeciv-Dev] Re: patch: Modified can_build_improvment()
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[Freeciv-Dev] Re: patch: Modified can_build_improvment()

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To: <rf13@xxxxxxxxxxxxxxxxxxxxxx>, "Kevin Brown" <kevin@xxxxxxxxxxxxxx>
Cc: "Ben Webb" <ben@xxxxxxxxxxxxxxxxxxxxxx>, "freeciv development" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: patch: Modified can_build_improvment()
From: sebauer@xxxxxxxxxxx (Sebastian Bauer)
Date: Mon, 20 Aug 2001 14:31:15 +0200

Hi!

> On Mon, Aug 20, 2001 at 03:28:21AM -0700, Kevin Brown wrote:
> > If the client wants to build something, shouldn't it first query the
> > server to see if it's permitted?  Or tell the server that it's going
> > to do so and let the server tell it whether or not it worked?  The
> > server knows all the rules and has all the information about the game,
> > after all.
> Currently the client will just send the request and the player will
> get the feedback because either something changes or an error message
> occur or nothing changes at all.
>
> If the client want to simulate a certain situation it has currently
> two options:
>  - make a request to the server and wait for the response (which maybe
>  will come never). Some actions can be reverted (worker assignment)
>  some can't (unit movement).
>
>  - use code from common to perform the same calculations like the
>  server. The client may not know everything the server may know. But
>  knowledge for example is sufficient for example to accurately
>  simulate the production of a city. After the simulation the client
>  sends its selected action to the server.

Yes. The client uses this function in the production change dialog so only
the buildings are displayed which the player really can build (it goes
through all buildings and checks if a building can be built in a city). It
would be really a lot of overhead (and make the game probably unplayable) if
the client everytime asks if the city can build a building.

bye,
Sebastian Bauer



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