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[Freeciv-Dev] Re: client/server authentication (PR#1767)
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[Freeciv-Dev] Re: client/server authentication (PR#1767)

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: client/server authentication (PR#1767)
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 27 Mar 2003 12:18:40 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, Mar 27, 2003 at 11:50:52AM -0800, Mike Kaufman wrote:
> On Thu, Mar 27, 2003 at 08:53:36AM -0800, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:
> > 
> > Usuall is that from 10 players 8 want to play and 2 to watch. And in
> > some games we had more spectators than players. And as spectator you
> > sometimes wants to have more information. Especially when watching a
> > teamgame or duell, (who has more/which techs).
> > 
> > And sometimes there are people who come late and want to see the rest of
> > the game to say the players that they want to play another game or enjoy
> > the big battles.
> 
> ah, good, a knowledgeable person. Well, I assume that these 2 people use
> the create dead patch and watch as global observers. But what about the
> coming-soon observers for a single player?

Observation of a single player was allready possible in 1.12
(allowconnect +) But its boring for most people to only see one side of
the war. They want to have more information.
 
> Assuming five different states that a connection can be in at pregame:
> 1. a player
> 2. a player but multiconnected (not the primary player), this probably
>    only means that the connection will not have his login in
>    player->username.
> 3. an observer of a particular player (it might be possible to observe more
>    than one player at a time).

Observing more than 1 player at one time would be nice too. 

> 4. a global observer (currently using create_dead, maybe using something
>    slightly different in the future)

/dead was only a kludge :-)

> 5. a simple connection (can send messages and list connections execute
>    commands if having a high enough cmdlevel, but doesn't see any of the
>    game).

Would be good against the lagproblem.
 
> how would you structure the pregame sequence so that minimal commands and
> fuss are needed to start a game?

0. Players with only chatlinelevel change to it.
1. People who wants to watch or multiconnect to other players have to 
"connect" to them.
2. Players chose the nations or chose global observation.

> After the game has started there are no problems. All players have been
> created (with perhaps the exception of a create dead command) Any
> connection logging on during a game can observe a particular player,
> multiconnect with a player, just sit there, or take over an AI player or
> perhaps create a global observer.

When there are no problems that people can reach every
(nonplaying)-state after the game has started which they could reach out
of the pregamestate fine.

[...] 
> In the situation you mention: 8 wanting to play 2 to watch (say also we
> want a couple of AI players in case someone else wants to join later) we 
> could have:
> 
> > dead Observer
> 2: a global observer 'Observer' has been created.
> > obs joe Observer
> > obs bob Observer
> > set aifill 10
> > start

Looks very complicated for me, why not a button with "spectate" or
something like that instead of doing that before? (chosing nation -1)
All players who chose nation -1 will automatically be global spectator.

> then the two who wanted to watch (joe and bob) will observe Observer who
> knows and sees all, and by virtue of autoattach, all the others will be
> assigned player slots and start the game. The slightly awkward part is if
> joe and bob want to watch particular players, say Foo and Bar, you'd have
> to attach Foo and Bar to player slots first and then set joe and bob
> observing:
> 
> > attach Foo
> > attach Bar
> > obs joe Foo
> > obs bob Bar
> > create Shaka
> > create Caesar
> > start
> 
> so, is there a better method? I'm certainly open to ideas.

quakeworld had 
> set spectator 1
> connect IP

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
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