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[Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Added processing packets (PACKET
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[Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Added processing packets (PACKET

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To: Reinier Post <rp@xxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [FreeCiv-Cvs] rfalke: Added processing packets (PACKET_PROCESSING_...
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 12 Sep 2001 18:18:01 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Wed, Sep 12, 2001 at 01:41:19PM +0200, Reinier Post wrote:
> On Wed, Sep 12, 2001 at 01:51:01AM -0700, freeciv@xxxxxxxxxxxxxxxxxxx wrote:
> > This is an automated notification of a change to freeciv cvs, 
> > on Wed Sep 12 01:40:39 PDT 2001 = Wed Sep 12 08:40:39 2001 (GMT)
> > by Raimar Falke <rf13@xxxxxxxxxxxxxxxxxxxxxx>
> > 
> > ---- Files affected:
> > 
> > freeciv freeciv_hackers_guide.txt
> > 
> > ---- Log message:
> > 
> > Added processing packets (PACKET_PROCESSING_STARTED and
> > PACKET_PROCESSING_FINISHED). These packets are sent before and after a
> > client->server packet (a request) is processed. The
> > PACKET_PROCESSING_STARTED and PACKET_PROCESSING_FINISHED packets serve
> > two main purposes:
> > 
> >  - they allow the client to identify what causes a certain packet the
> >  client receives. If the packet is framed by PACKET_PROCESSING_STARTED
> >  and PACKET_PROCESSING_FINISHED packets it is the causes of the
> >  request. If not the received packet was not caused by this client
> >  (server operator, other clients, server at a new turn).
> > 
> >  - after a PACKET_PROCESSING_FINISHED packet the client can test if
> >  the requested action was performed by the server. If the server has
> >  sent some updates the client data structure will now hold other
> >  values.
> 
> Will this feature continue to be optional?
> 
> I know it's controlled by a 'capability', but this is really something
> that clients may wish to disable for performance reasons, even if the
> code is capable of supporting it.  It's probably good enough to make
> the capability persist in newer versions and disable the feature at
> compile time for all clients that do not need it.

This can be done. However I like to know how much data is
transfered. Can you please provide the packet statistics of a usual game?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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  if ( `date +%w` != 1 ) {
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  }"
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