[Freeciv-Dev] Re: Twitch-guard
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On Fri, Sep 21, 2001 at 07:43:06PM -0400, Ross W. Wetmore wrote:
> There are a couple ways to solve this that aren't that intrusive.
>
> First, collect all server move updates in a delay queue that is
> emptied every "n" tenths of a second.
This will break the recently introduces PACKET_PROCESSING_STARTED-
PACKET_PROCESSING_FINISHED mechanism.
> Units "on guard"
> can register "triggers" with the server to attack
NO. I will not allow code which adds extra complexity to the server
core. You may add this at client side or propose something like a
server side pre-processing which breaks such complex commands into
atomic commands.
Raimar
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- [Freeciv-Dev] Re: Twitch-guard, (continued)
- [Freeciv-Dev] Re: Twitch-guard, Jules Bean, 2001/09/21
- [Freeciv-Dev] Re: Twitch-guard, Daniel L Speyer, 2001/09/21
- [Freeciv-Dev] Re: Twitch-guard, Jules Bean, 2001/09/21
- [Freeciv-Dev] Re: Twitch-guard, Daniel L Speyer, 2001/09/21
- [Freeciv-Dev] Re: Twitch-guard, Daniel Sjölie, 2001/09/21
- [Freeciv-Dev] Re: Twitch-guard, Daniel L Speyer, 2001/09/21
[Freeciv-Dev] Re: Twitch-guard, Ross W. Wetmore, 2001/09/21
- [Freeciv-Dev] Re: Twitch-guard,
Raimar Falke <=
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