Complete.Org: Mailing Lists: Archives: freeciv-dev: March 2004:
[Freeciv-Dev] Re: (PR#8429) timeout setting
Home

[Freeciv-Dev] Re: (PR#8429) timeout setting

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: richih@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8429) timeout setting
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 30 Mar 2004 17:15:09 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8429 >

Jason Short wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8429 >
> 
>>[kauf - Tue Mar 30 21:48:47 2004]:
>>
>>On Tue, Mar 30, 2004 at 01:07:33PM -0800, Jason Short wrote:
>>
>>>A timeout of -1 is a debug setting to mean an instant timeout.  It
>>>shouldn't be possible to set this except when DEBUG is set.
>>
>>we've had this discussion in the past and it used to be the case as far as
>>I can recall. A change for the better in my opinion. It's simply too
>>annoying to have to enable debugging simply to run an autogame.
> 
> 
> Err, so now it's enabled unless NDEBUG is set.
> 
> Perhaps when a game is started with timeout -1 an extra message should
> be printed?

It seems to me like timeouts are broken.

- A timeout of -1 shouldn't mean command-line input is ignored.  It 
should just mean the server doesn't wait for it.

- Timeoutinc shouldn't be a command.  It should be a set of server options.

- Setting a negative timeoutinc such that the timeout drops below zero 
makes the timeout be set to zero.  Of course this doesn't mean there's a 
0 timeout, it means there's no timeout.  Thus this option seems broken.

- The in-game documentation on game.time mentions -1, but is incorrect 
about it.

- Timeouts are measured with 1-second accuracy only.  Surely we should 
use the timer code for this...

jason




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