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[Freeciv-Dev] Re: (PR#12568) RFC: restructuring of civworld
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[Freeciv-Dev] Re: (PR#12568) RFC: restructuring of civworld

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#12568) RFC: restructuring of civworld
From: "Christian Knoke" <chrisk@xxxxxxxxx>
Date: Wed, 7 Sep 2005 05:03:49 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12568 >

On Tue, Sep 06, 2005 at 04:59:39PM -0700, Reinier Post wrote:
> 
> The data structure in question is the game state, which is, essentially,
> a fairly simple recursive structure of objects pointing to each other. 
> The fuill (server side) game state can be described by an ER diagram or
> UML class diagram with a couple of constraints.  The job of the Freeciv
> protocol is to keep a synchronized copy of the game state at the Freeciv
> client side.

Some thoughts of mine:

The synchronization can happen by client request or pushed by the server.

Maybe some things in Freeciv that are currently requested can be pushed as
well. Gives a bit more traffic that we can afford. And gives better
interactivity in the client.

Examples: the score does not need to be requested. It can be pushed each
turn. City windows the same. Most ZOC state is in the client anyway, some is
not. Push this as well. This gives very slightly more information to the
client, but is this a harm? Then the client can decide, whether a move is
possible or not. Only a diminishing part of the move requests will go fail,
because an invisible enemy unit has just moved. The client can actually
perform the move real time, and needs to undo it in very rare cases only.

This will make the game feel better, especially with modem lines.

Christian

-- 
Christian Knoke            * * *            http://cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.





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