[Freeciv-Dev] Re: [Patch] Add new START_TURN packet
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On Tue, Oct 16, 2001 at 05:08:54AM -0700, Raahul Kumar wrote:
>
> --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote:
>
>
> > > > The general problem continue to exist:
> > > >
> > > > server player1 player1's CMA player2
> > > >
> > > > - change tax
> > > > rates
> > > > - global
> > > > city refresh
> > > > - update to the
> > > > server (1)
> > > > - move command
> > > > which conquers the city (2) - (3)
> > > >
> > > > It now depends if (1) or (2) arrive before the other. The solution is
> > > > that the CMA doesn't go BOOM if there is a difference between the
> > > > calculated and the real state of the city.
> > >
> > > Yes, I think you have to go there. The agents must get somewhat
> > > tolerant of whether their commands are fullfilled by the real
> > > world (=server).
> >
>
> [snip]
>
> Raimar, you seem to be making a lot of changes to the packet handling code. It
> might be better to plan out exactly what information the CMA needs instead of
> adding packets as you suddenly decide you need them.
Yes it may seem so. However nobody has yet needed such strict ordering
of the packets. So we walk on virgin soil.
> It seems odd that no one has tried to use compression with the packet code
> before. I suspect that with the CMA code it would pay some dividends. What do
> you think?
<http://arch.freeciv.org/freeciv-dev-200009/threads.html#00055>
Raimar
--
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