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
Subject: [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505)
From: Reinier Post <rp@xxxxxxxxxx>
Date: Mon, 3 Jun 2002 17:11:14 +0200

On Mon, Jun 03, 2002 at 02:59:29PM +0200, Raimar Falke wrote:

> Or we can think about client side saving of attributes. But this would
> be hard since the server and all clients have to have consistent
> state.

Why does the server needs the state at all, if the client saves it?
All you need is that whoever is saving the state will save something
the client will know how to interpret.  This can be accomplished
by always remembering the state at the moment a save was made,
and making sure that state is consistent with how it would be
upon reload (= at the start of a turn).

> Something like this:
> 
>  user request save at the server
>  server requests save from all clients
>  all clients reply

This already defeats the whole purpose of saving at the client side ...

>  server freeze (no network communication)
>  server saves
>  server calcs hash over savegame
>  server thaw
>  server sends save-finished with the hash
>  clients save their current attribute under the given hash
> 
> The server has to obviously send the hash of the savegame at the
> start.
>
> This would work but is a lot more complicated.

I don't think it would be useful.  The point of saving attributes at
the client side is not having to communicate about them with the server
at all.

Do attributes really contain information only the server can compute?
In that case, using attributes amounts to heating.

>       Raimar

-- 
Reinier


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