[Freeciv-Dev] Re: (PR#8429) timeout setting
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=8429 >
On Mon, Apr 05, 2004 at 08:35:08AM -0700, Jason Short wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8429 >
>
>
> > I think you make this bigger than it is. How many complains did we got
> > "I set timeout to -1 and than it didn't work anymore".
>
> Just 1, so far.
>
> > The current
> > text reads:
> >
> > If all players have not hit "Turn Done" before this time is up, then the
> > turn ends automatically. Zero means there is no timeout. In DEBUG
> > servers, a
> > timeout of -1 sets the autogame test mode. Use this with the command
> > "timeoutincrease" to have a dynamic timer.
> >
> > A "test mode" is quite clearly not something like "production mode".
>
> But it's enabled on production-mode servers! The helptext is wrong!
What says that a "production mode" compilation can't have "test mode"
features?
> >> >> - Timeouts are measured with 1-second accuracy only. Surely we
> >> should
> >> >> use the timer code for this...
> >> >
> >> > You want timeouts which fractions of a second? And why?
> >>
> >> No, I don't want a 0.1 second timeout. I want a 4-second timeout to
> >> mean
> >> 4 seconds, not sometimes 3.2 and sometimes 4.9.
> >
> > Can you explain in more detail what is causing this?
>
> Currently time() is used for the timeout. This has a 1-second resolution.
> So say we have a 4-second timeout.
>
> - A particular turn starts at time 3.8. time(NULL) => 3, so the turn ends
> at time 7. At time 7.0 a packet is received and handled. Now the turn
> ends. It was 3.2 seconds long.
>
> - A particular turn starts at time 7.0. time(NULL) => 7, so the turn ends
> at time 11. A few packets are handled at the start of the turn, putting
> us at time 7.9 (time() => 7 still). Now a select() is called and told to
> wait for 4 seconds. No packets are received and the select ends at 11.9.
> The turn ends. It was 4.9 seconds long.
>
> This is simplified because I've ignored command-line (stdin) input. But
> the concept is the same. There is only a 1-second accuracy to turn length
> measurements. This is not a big problem, but it is easily fixable by
> using the timer code.
I see and agree. But this IMHO not a big problem. It isn't unfair to
any player. It is just inaccurate in general.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Despite all the medical advances of the 20th century, the mortality
rate remains unchanged at 1 death per person."
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