[Freeciv-Dev] Re: connect dialog ver 3 (PR#1911)
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On Sun, 20 Oct 2002, Daniel L Speyer wrote:
> There's no real reason the end-user *should* have to worry about the
> server. Certainly they are welcome to, and it is still possible to invoke
> the server manually. And there's definately no reason the end-user should
> need to touch a command line. In recent distribution reviews, the
> benchmark of user-friendliness was
> mean-time-between-needing-the-commandline. It would be highly embarrising
> for a fundamentally graphical game to drag those figures down.
Just because you need to start a separate server process doesn't mean you
need to touch its commandline. Also, if commandlines are so horrid, why is
it that the end all be all game on the PC - Quake - has a console?
I agree somethings which are not GUI controlled now could be.
> That's not the only problem with civserver. First of all, centralizing
> like that is a *bad idea*. Civserver is pretty stable, but it's record is
> far from perfect. And what about people with good internal networks, but
> whose outward internet connection is phone-modem, or unreliable, or
> absent?
They can launch a server - like they do now.
> Also, civserver has weaknesses besides saving. It cannot play
> home-written rulesets. It keeps current, and one day will surely forbid
Yes that is true.
> 1.15 clients to connect because all server processes are 1.16. It is a
I actually like this. It forces people to test the code.
> fundamentally public space, not nessesarily what is wanted. Finally (I
> suspect) it does not have the resources to run all the games that would go
> through it if it were massively easier than running your own server.
It is a shame we have no proper statistics regarding this matter. Maybe we
should run a poll on it?
> > Sure it will involve extra coding but so does what you people are proposing.
> It would require a *lot* of coding (game-saving is straightforward (though
> a large problem), but game *loading* requires a fundamental change in
> archetechture -- and authentication is worse).
There is a load command in 1.14.0... Check the beta :)
As far as the rest... I estimate it to be less than 250 lines of code.
We can probably make do in less than 100 lines of code. I can knock
something up in less than a week to demo the full functionality bar
security features.
> Adding multi-player support to the connect patch requires *no* coding,
> only the resyncing of the existing list-opponents patch, stylifying it,
> and perhaps a little debugging.
---
Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Mike Kaufman, 2002/10/18
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Daniel L Speyer, 2002/10/18
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Vasco Alexandre Da Silva Costa, 2002/10/20
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Christian Knoke, 2002/10/21
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Vasco Alexandre Da Silva Costa, 2002/10/21
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Per I. Mathisen, 2002/10/22
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Reinier Post, 2002/10/23
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Per I. Mathisen, 2002/10/23
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Reinier Post, 2002/10/23
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Per I. Mathisen, 2002/10/23
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Mike Kaufman, 2002/10/23
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Per I. Mathisen, 2002/10/23
- [Freeciv-Dev] Re: connect dialog ver 3 (PR#1911), Mike Kaufman, 2002/10/23
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