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[tetrinext] Re: Network protocols

[tetrinext] Re: Network protocols

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To: tetrinext@xxxxxxxxxxxx
Subject: [tetrinext] Re: Network protocols
From: Kevin Kreamer <kkreamer@xxxxxxxxxx>
Date: Fri, 18 Feb 2000 18:35:39 -0600 (CST)
Reply-to: tetrinext@xxxxxxxxxxxx

On Mon, 14 Feb 2000, Ka-shu Wong wrote:
> > Have the server check each move... if it's invalid, simply discard it.
> How do you propose to do that?

The client would be in essence a dumb terminal.  The client would send
back which keys had been hit, and the server would send the game state at
that point in time. The down-sides to this idea is that the server would
have to do a lot of processing and network connections would have to be
pretty good.  The up-side is that cheating is discouraged (the physics of 
the game would be in place no matter what, the only cheating would be
that of machines playing (like bots in Quake); but it is literally
impossible to prove that a machine is playing rather than a human).  

Kevin Kreamer
FsckIt on #debian

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