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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 04:45:22 -0700 (PDT)

On Mon, Jun 03, 2002 at 01:27:36PM +0200, Raimar Falke wrote:
> 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?

Ok, sorry, I'll be more verbose. The bug "CMA passes back control ..."
occured, because the player changes the CMA setting after "turn done",
before saving the game. Thus the CMA changes got lost. But other game
settings, i.e. tax rates *are* saved. So the old CMA setting can't
fullfil the new requirements (after reload) and passes back control.

> 
> >    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.

This is only true if the player saves immediately after pressing turn done
(and even this is not guaranteed), what can by no means supposed.

>       Raimar

Christian

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




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