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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, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505)
From: Reinier Post <rp@xxxxxxxxxx>
Date: Mon, 3 Jun 2002 13:55:28 +0200

On Mon, Jun 03, 2002 at 03:01:17AM -0700, Raimar Falke wrote:
> On Mon, Jun 03, 2002 at 11:37:49AM +0200, 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.
> 
> Don't work if the network connection goes away or the client crashes.

Another solution is to store a unique game+turn identifier
with every savegame, and also store it at the client side.
IP address+port+timestamp+year would be good enough I think.
Then attributes can be saved at the client side.  The problem this
creates is when you restart a game with a different client (e.g. on a
different host) with the same attributes.  Is that supposed to work?

-- 
Reinier


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