Complete.Org: Mailing Lists: Archives: freeciv-dev: August 2005:
[Freeciv-Dev] Re: (PR#13645) Timer drift
Home

[Freeciv-Dev] Re: (PR#13645) Timer drift

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: chrisk@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13645) Timer drift
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 10 Aug 2005 18:31:02 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13645 >

Christian Knoke wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13645 >
> 
> 
> S2 CVS 11 AUG 2005 GTK2 client vs. 2.0.4 Server
> 
> In an online game, I often notice a timer drift, so that the next turn
> starts before the timer is zero.
> 
> For example, when I use the CMA and change status of 12 cities at once, I
> see the timer stop for several seconds (ADSL connection) and then continue,
> without skipping the missed seconds.
> 
> As a consequence, the client blocks earlier than expected, keeping me from
> setting my cities and moving my units right.
> 
> Regrettably the client is usually unresponsive for several seconds at new
> turn, even in a small game and with good connection.
> 
> Also, when the new turn starts, before I expect it (timer is still greater
> zero), I do not notice this from display, and click on 'turn done'. This is
> not reset by the server for the beginning turn, so my turn labels as
> 'finished' for the whole next turn.

This is a client bug.  It is fixed for 2.1 but I don't plan to fix it in 
2.0.  To avoid it, don't use the CMA in timed games.

For about a year I think I was the only one who noticed this horrible 
bug ;-).

-jason





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