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[Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client kn
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[Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client kn

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To: nightmare@xxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge
From: "Raimar Falke via RT" <rt@xxxxxxxxxxxxxx>
Date: Thu, 9 Jan 2003 06:48:18 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, Jan 09, 2003 at 06:14:24AM -0800, Todd Goodman via RT wrote:
> * Raimar Falke via RT <rt@xxxxxxxxxxxxxx> [030109 05:34]:
> > On Thu, Jan 09, 2003 at 02:22:35AM -0800, Jason Short via RT wrote:
> > > Mike's explanation of the islands patch is that it prevents most
> > > cheating from extra knowledge by the player.  This is reasonable, and
> > > perhaps worth the extra overhead it takes.  But to change the rules to
> > > hack our way around a client-side-ai bug is IMO very bad.  It is better
> > > (and almost as easy) to have the server send the client all the
> > > information it needs to correctly do its calculations.  In this case
> > > this means the server should tell the client whether the trade route is
> > > same-island or not.
> > 
> > This would get us back to square one: the server tells the client if a
> > traderoute is on the same island or not. And if the server calculates
> > this information based on the knowledge of the player or just take it
> > from the "true" data is only a very small detail then.
> > 
> > Please note that we have to same situation with the effects. There may
> > be an effect which affects all players of an island. Or doesn't such
> > effect exists.

> It seems to me that it's not a small detail whether to determine if the
> trade routes are on the same island or not by player information or
> server omniscience.

Compared to the code needed to send this data to the client it is a
small detail. Especially for effects (which aren't included fully now
but are pending).

> I believe if either player knows it's on a island then both should know
> (I'm sure the caravans traveling in one direction could be followed or
> tell the caravans traveling the other direction.)

The question how does the server tells this the client. We have (in
increasing amount of information send/leaked):
 - server informs the clients that the cities of the traderoute are on
 the same/different island.
 - server informs the clients that the tile where the two cities
 exists are on the same island
 - server sends information about missing tiles to the client so that
 the client can calculate this (cities on same island) by itself.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "brand memory are for windows users that think their stability
   problems come from the memory"
    -- bomek in #freeciv




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