Complete.Org: Mailing Lists: Archives: freeciv-dev: June 2002:
[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505)
Home

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

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: 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 14:44:44 +0200

On Mon, Jun 03, 2002 at 01:55:28PM +0200, Reinier Post wrote:
> 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?

game+turn "isn't unique enough". The server can save the game anytime.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  Microsoft does have a year 2000 problem. I'm part of it. I'm running Linux.


[Prev in Thread] Current Thread [Next in Thread]