[Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client kn
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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
- [Freeciv-Dev] (PR#2223) cma: server knowledge of island != client knowledge, Raimar Falke via RT, 2003/01/08
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Anthony J. Stuckey, 2003/01/08
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Anthony J. Stuckey via RT, 2003/01/08
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Raimar Falke via RT, 2003/01/09
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Jason Short via RT, 2003/01/09
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Raimar Falke via RT, 2003/01/09
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, ChrisK@xxxxxxxx via RT, 2003/01/09
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Todd Goodman via RT, 2003/01/09
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge,
Raimar Falke via RT <=
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Todd Goodman via RT, 2003/01/09
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Mike Kaufman via RT, 2003/01/09
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, ChrisK@xxxxxxxx via RT, 2003/01/09
- [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge, Raimar Falke via RT, 2003/01/09
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