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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 04:08:19 -0700 (PDT)

On Mon, Jun 03, 2002 at 12:56:30PM +0200, Raimar Falke wrote:
> On Mon, Jun 03, 2002 at 03:03:57AM -0700, Christian Knoke wrote:
> > 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.
> 
> Saves usually happens each turn. So I don't see the difference.

The difference is, 
   1. it avoids the bug this thread is about, 
   2. it (really) saves attributes when the game itself is saved.

>       Raimar

Christian

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




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