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[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505)
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[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505)
From: Christian Knoke <chrisk@xxxxxxxx>
Date: Mon, 3 Jun 2002 03:03:57 -0700 (PDT)

On Mon, Jun 03, 2002 at 02:38:08AM -0700, Per I Mathisen wrote:
> On Mon, 3 Jun 2002, Raimar Falke wrote:
> > > I think attributes shouldn't be sent to the server at all.
> >
> > See the threads from 2001 why this isn't a good idea. Basically you
> > can't know what are the proper attributes for a savegame if you don't
> > save the attributes in the savegame.
> 
> Maybe the server can request the attributes from the clients when it wants
> to save them? That way we minimize the number of times you need to send
> them to the server.

Maybe both? Transmitting each turn + transmitting on server request (on
save). This gives great chance that attributes are stored properly. If the
client/connection crashes not much is lost. Low Bandwidth. Easy to implement
I hope/guess.

> I don't know if this is more optimal than Jason's atomic changes idea, but
> at least if you want, you can dramatically reduce the network traffic due
> to attributes by reducing the saving frequency.
> 
> Yours,
> Per

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.




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