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[Freeciv-Dev] Re: (PR#6815) Balancing Battle Response Time for Different
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To: rt-guest@xxxxxxxxxxx
Cc: tomcatkev0@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6815) Balancing Battle Response Time for Different Client CPU/Network connection
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Tue, 11 Nov 2003 04:58:21 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6815 >

On Tue, Nov 11, 2003 at 04:43:26AM -0800, Christian Knoke wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6815 >
> 
> On Tue, Nov 11, 2003 at 03:52:20AM -0800, Raimar Falke wrote:
> > 
> > > Yes. I bear an idea for long, though, that it might be possible to let the
> > > server put in a delay for quicker connections, so that everybody virtually
> > > has the same ping time. 
> > 
> > > If you use ICMP packets for that, it should be hard to betray the
> > > measure.
> > 
> > No. While I may don't know how to delay ICMP packets I know how to
> > disable them completely.
> 
> So only people can use this who have ICMP not disabled. But I've heard that
> some *BSD can do crazy things with packets...

What if I _claim_ that my ISP doesn't allow ICMP packets and that the
ISP drops them? Do I have to search I new ISP to play freeciv? That
would be harsh.

> > > What do you think of that?
> > 
> > If would be more fair to rate limit the commands to n
> > commands/time. But I don't know if this is a good idea.
> 
> Don't think so. A sophisticated concurrent movement model comes to mind,
> we've had discussed this.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "Debugging is twice as hard as writing the code in the first place.
   Therefore, if you write the code as cleverly as possible, you are,
   by definition, not smart enough to debug it."
    -- Brian W. Kernighan




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