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[Freeciv-Dev] Re: At endyear map in not displayed (PR#1883)
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[Freeciv-Dev] Re: At endyear map in not displayed (PR#1883)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: At endyear map in not displayed (PR#1883)
From: Davide Pagnin <nightmare@xxxxxxxxxx>
Date: Tue, 6 Aug 2002 01:23:23 -0700 (PDT)

On Mon, 2002-08-05 at 18:40, Per I. Mathisen wrote:
> On Mon, 5 Aug 2002 nightmare@xxxxxxxxxx wrote:
> > As well known, 1.13.0 release and further development code (1.13.1-devel)
> > doesn't display the full world map at the end of a game.
> 
> Yes, this looks unintentional.

Absolutely, IMHO, because the cvs entry relative to the change that has
introduced the new client state, talks about refreshing the screen and
nothing else, and moreover, the relevant code that sends the disclosed
map to every client is in is place in the server.

from srv_main.c:

  main_loop();

  send_game_state(&game.est_connections, CLIENT_GAME_OVER_STATE);

  report_scores(TRUE);
  show_map_to_all();
--^^^^^^^^^^^^^^^^^^

  notify_player(NULL, _("Game: The game is over..."));
  gamelog(GAMELOG_NORMAL, _("The game is over!"));
  if (game.save_nturns > 0) save_game_auto();

  while (server_state == GAME_OVER_STATE) {
    force_end_of_sniff = FALSE;
    sniff_packets();
  }


> 
> Note that you can cheat with this feature, however:
> 
> Connect as player A.
> ...
> Fire up another client. Connect it as player Z. (If anyone asks about
> your IP, say you are on a local net or behind a proxy with someone. Or
> you can use an IP bouncer.)
> ...
> Game starts.
> As Z, die. You now see entire map and can conquer more easily with A.
> 
> But, you can do the same with posing-as-human AI clients or (much easier)
> posing-as-enemy-real-life-friends ganging up on everyone else, so it isn't
> something we can guarantee the game against anyway, I suppose...

If you look at my "proof of concept" patch, you'll see that I've
modified only the code of the client, thus "cheating" can be done by
anyone with a little change of the code.

A good solution, IMHO, is that a client receive the whole map *ONLY* if
the game has ended (not if his game is over). I've not checked the code
and I'm not sure if this is the actual case or not. 

Raimar?
> 
> Yours
> Per
> 
> 

        Ciao, Davide




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