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[Freeciv-Dev] Re: (PR#7408) unit_list_size(&ptile->units) == 0 Again (Se
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[Freeciv-Dev] Re: (PR#7408) unit_list_size(&ptile->units) == 0 Again (Se

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To: matusik_s@xxxxx
Subject: [Freeciv-Dev] Re: (PR#7408) unit_list_size(&ptile->units) == 0 Again (Sea barbarians)
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Mon, 16 Feb 2004 08:16:47 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7408 >

On Sun, 15 Feb 2004, Jason Short wrote:

> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7408 >
> 
> mateusz stefek wrote:
> 
> > There's another problem: Suppose that Player B has a loaded transport 
> > within sight of player A. They have shared vision.
> > Then player B removes shared vision and moves his transport. Server doesn't 
> > remove units inside transport from A's client.
> 
> Argh!  And I guess for units in cities, too?
> 
> Solutions:
> 
> - Server detects when alliances change and goes over every unit to see 
> if it must be removed.
> 
> - Server tracks a player_knows_about_unit(pplayer, punit) value.  If we 
> send_unit_info for a unit that the player knows about but can't see, 
> send a destroy unit packet instead.

I feel you are using wrong laguage here.  Why should server remove 
anything from the client?  Client should do that.

G.





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