Complete.Org: Mailing Lists: Archives: freeciv-dev: January 2003:
[Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client kn
Home

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

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: nightmare@xxxxxxxxxx, rf13@xxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2223) cma: server knowledge of island != client knowledge
From: "Todd Goodman via RT" <rt@xxxxxxxxxxxxxx>
Date: Thu, 9 Jan 2003 07:03:05 -0800
Reply-to: rt@xxxxxxxxxxxxxx

* Raimar Falke via RT <rt@xxxxxxxxxxxxxx> [030109 09:50]:
> On Thu, Jan 09, 2003 at 06:14:24AM -0800, Todd Goodman via RT wrote:
> > 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).

Yes, from that point of view I agree.

> 
> > 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

My opinion is that the server should inform the client that the cities
of the traderoute are on the same continent.

Doesn't that imply the second though?

Again, just IMHO.

Regards,

Todd



[Prev in Thread] Current Thread [Next in Thread]