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[Freeciv-Dev] (PR#6402) AI focus woes.
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[Freeciv-Dev] (PR#6402) AI focus woes.

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To: Gregory.Berkolaiko@xxxxxxxxxxxx
Subject: [Freeciv-Dev] (PR#6402) AI focus woes.
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 10 Oct 2003 11:30:41 -0700
Reply-to: rt@xxxxxxxxxxxxxx

[glip - Sun Oct  5 11:47:47 2003]:

> When a sentried unit wakes up in the server, the client gets an info
> packet and focuses on that unit.
> 
> Sometimes, set_unit_focus would slightly alter the state of the unit
> and
> send a corresponding packet to the server.
> 
> All is fine unless the unit is AI controlled.  When it is in a boat,
> it is
> sentried, then it wakes up (the packet is sent to client, client react
> with another packet), moves ashore, does it's nasty business there etc
> etc.  When the AI is finished, server starts sniffing for packets,
> gets
> the now stale packet from client (unit is no longer on the boat, where
> it
> lost its sentriness, but to the server it looks as if the unit wants
> to
> move back to the boat!), tries to react on it.  In the best case the
> unit
> has no movepoints and you get a corresponding message.  I guess
> sometimes
> the server will actually move the unit back.
> 
> There are two ways to fix it:
> 
> 1. the packet should not be sent back from the client.  it only
> happens
> because punit->ai.control is TRUE, why I don't know [1].
> 
> 2. the client observing AI should not focus on unsentried units [2].
> It
> is highly annoying, I switch off all the auto-center options to
> observe
> one particular part of the map and the client still jumps back and
> forth
> when some units decide to go ashore.
> 
> I prefer fix#2 but I guess both of them at the same time would be even
> better.

3.  The server detects and discards old, stale packets.

jason



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