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[Freeciv-Dev] Re: new connect dialog (ver 2) (PR#1911)
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[Freeciv-Dev] Re: new connect dialog (ver 2) (PR#1911)

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To: Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: new connect dialog (ver 2) (PR#1911)
From: Reinier Post <rp@xxxxxxxxxx>
Date: Tue, 3 Sep 2002 18:00:26 +0200

On Tue, Sep 03, 2002 at 12:37:35PM +0200, Christian Knoke wrote:

> > Does it? It doesn't need to, and it shouldn't.
> 
> Nice idea, yes. But you'll end up with a running (and used) civserver
> without a controlling terminal or connection.

ALLOW_CTRL was invented precisely to address this problem.

I.e. if ALLOW_HACK level is still required once the game is up and
running, something is wrong with the ALLOW_* design.  Note that
civserver.freeciv.org never uses ALLOW_HACK.  ALLOW_HACK means:
you may control not just my civserver session, but my whole account.
It is wrong, by design, to give anybody ALLOW_HACK just to configure
and run a civserver.

> Ok for me. What about this: If the user disconnects from the local game,
> *and* there are other human players active, then the civserver continues,

What if the user wants just the AI players to continue?  I often run
up tests that way.

> the connect popop *doesn't* appear (civclient shows intro gif), and you
> have a menue item "Game" -> "Rejoin local game", which does exactly this. 

The term "local" is superfluous and can be misleading.
"Rejoin previous game" or just "Rejoin the game" is more accurate.
 
> Or: The popup appears, but is restricted to join the local game, and gives
> an informative message (like yours above or mine (from the last post) or
> both).
> 
> Also the user needs to be updated whether the game is still running (all
> players have disconnected, or the game has ended).

Isn't it good enough to let the user find out when she tries to rejoin?

-- 
Reinier


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