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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 18:00:41 +0200

On Mon, Jun 03, 2002 at 05:22:53PM +0200, Raimar Falke wrote:
> On Mon, Jun 03, 2002 at 04:41:52PM +0200, Reinier Post wrote:
> > On Mon, Jun 03, 2002 at 02:43:04PM +0200, Raimar Falke wrote:
> > 
> > > Can you tell me a way to solve this? Client side AI needs to save data
> > > about the game state and this data has to be synchronized with the
> > > actual game state.
> > 
> > ?!  The client already gets all of the game state from the server
> > it is allowed to.  The client can synchronize it by itself.
> > 
> > If you mean the client needs to synchronize with its own pivate data
> > about a game state *prior* to reloading the game, it can save it to disk
> > and look it up using the game id (see my other message).
> 
> A problem are multiple requests: to apply a certain CMA result on the
> server the client has to send multiple requests (remove worker from
> foo, set worker at bar,...). While each of the requests are atomic the
> server provides no support for multiple requests. This may be a problem.

OK.  I have to look at the use of attributes to understand this.

> > > If you want a server without attributes just remove the attributes
> > > capability from the server.
> > 
> > Ah, I didn't realise you had already implemented this.  Wonderful!
> > I may do ome playtesting to see if it really makes a difference.
> 
> I will probably don't work because the attributes capability is a
> mandatory on the clients (with good reasons, see earlier
> threads).

I don't understand, does this mean only the GTK+ client will work
from now on?
 
> Lets take another look:
>  - if you use a client and don't want attributes, just don't use CMA.

Then it seems to me the capability is not mandatory?

>  - if you host a server over a modem, just ask your players to not use
>  CMA.
>  - if you talk about civserver: civserver isn't connected over modem
>  (or is it?!)

No, users connect to it with a modem.
 
> So where is the problem?

The problem is that I don't know how to turn CMA off and get rid of
the overhead that way.  Not much of a problem as far as I can see.

> > > There are ways to reduce the traffic (both normal and attributes). It
> > > is just a "feature" that isn't requested often.
> > 
> > If it's optional, it's a great feature.
> 
> It isn't there is you don't use CMA.

As long as attributes are only used by CMA that is fine.
It is mostly the CMA, rather than the attributes storing itself, that
may cause overhead, but perhaps I'm wrong, I have to test this.

>       Raimar

-- 
Reinier


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