Complete.Org: Mailing Lists: Archives: freeciv-dev: September 2004:
[Freeciv-Dev] (PR#10283) "Disconnect" menu item
Home

[Freeciv-Dev] (PR#10283) "Disconnect" menu item

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] (PR#10283) "Disconnect" menu item
From: "Mateusz Stefek" <mstefek@xxxxxxxxx>
Date: Fri, 24 Sep 2004 00:42:54 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10283 >

> [vasc - Fri Sep 24 01:50:23 2004]:
> 
> On Thu, 23 Sep 2004, Mateusz Stefek wrote:
> 
> >
> > <URL: http://rt.freeciv.org/Ticket/Display.html?id=10283 >
> >
> > Do we need this item?
> > It makes conndlg implementation very complicated and buggy.
> > For example if the internal server is killed the zombie process isn't
> > grabbed, because we cannot kill server inside close_socket_callback().
> > There are also many similar bugs.
> > IMO things will be much easier if we assume that we are always connected
> > to the internal server.
> 
> Agreed, but there may be connection loss FWIW. This is due to the
> tcptimeout and netwait values. The server will not wait for a severely
> lagged client forever. Perhaps local spawned servers should use blocking
> I/O, or perhaps not.
> 
> ---
> Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa
> 
OK. Here's a patch.
- Now we assume that we are connected to the internal server if it runs.
- "End Game" menu item is removed. (It waasn't really ending a game but
killing the internal server)
- "Disconnect" menu item kills internal server

Many bug are fixed.
--
mateusz


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