[Freeciv-Dev] Re: new connect dialog (ver 1) (PR#1911)
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On Wed, Aug 14, 2002 at 08:57:30PM +0200, Christian Knoke wrote:
> > this is pointless since if you're starting the server, the console has
> > hack level access anyway.
> 1. player starts civclient
> 2. player clicks "next"
> 3. civclient starts civserver
> 4. remote hacker connects to civserver and gets cmdlevel hack
> 5. civclient connects to civserver
> > this will spam the terminal you launched your client from with server
> > messages.
> That won't hurt.
> > > - There often remain stale civserver processes, e.g. if you click
> > > "previous".
> > all of these should die after ultimate quit. do they?
> eventually, yes. Until then the occupy mem and ports. You can even
> connect to an older civserver and play. Very confusing.
no. this doesn't happen for me. If you have started a server, but
haven't started the game, and then go back the server should get killed.
kauf 10137 0.6 3.9 8544 5024 ttyp7 S 19:56 0:01
kauf 10139 0.0 0.0 0 0 ttyp7 Z 19:56 0:00
kauf 10141 0.0 0.0 0 0 ttyp7 Z 19:56 0:00
kauf 10143 0.0 0.0 0 0 ttyp7 Z 19:56 0:00
kauf 10145 0.0 0.0 0 0 ttyp7 Z 19:56 0:00
kauf 10149 0.2 0.0 0 0 ttyp7 Z 20:00 0:00
which take up no memory or ports. If you do start a game, and then
disconnect (but not quit the client, the game will continue to run. You
can reconnect with multiplayer.)
> > > I feel this patch is a good step to CSI. The next step would be
> > > a comfortable GUI for option selecting.
> > I really don't like this idea. It's a massive amount of code for very
> > little discernible benefit.
> Well, I thought that's what this is all about. To have a game
> usable not only for command line linux freaks but for fun gamers?
hmm, I thought what this is all about was to put an end to the constant,
"I started freeciv but it just sits there and does nothing", as well as
the necessity of explaining that this is a client/server game to