[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505)
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On Mon, Jun 03, 2002 at 02:44:44PM +0200, Raimar Falke wrote:
> > 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.
True. You can use the state from the last virtual autosave
(i.e. the last autosave in case autosave is set to every turn),
--
Reinier
- [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), (continued)
- [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Raimar Falke, 2002/06/03
- [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Reinier Post, 2002/06/03
- [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Raimar Falke, 2002/06/03
- [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Reinier Post, 2002/06/03
- [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Raimar Falke, 2002/06/03
- [Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Jason Short, 2002/06/03
[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Per I Mathisen, 2002/06/03
[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Raimar Falke, 2002/06/03
[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Christian Knoke, 2002/06/03
[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Christian Knoke, 2002/06/03
[Freeciv-Dev] Re: CMA passes back control without reason (PR#1505), Christian Knoke, 2002/06/03
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