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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: Christian Knoke <chrisk@xxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505)
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Mon, 3 Jun 2002 13:27:36 +0200

On Mon, Jun 03, 2002 at 04:08:19AM -0700, Christian Knoke wrote:
> 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, 

Why? How?

>    2. it (really) saves attributes when the game itself is saved.

I also don't understand this. The client sends the attributes before
the PACKET_TURN_DONE is sent. So the server will have up to date info.

        Raimar

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