[tetrinext] Re: Network protocols
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On Fri, Feb 18, 2000 at 06:35:39PM -0600, Kevin Kreamer wrote:
> 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).
We can use keyboards with fingerprint identification to ensure that a human
is present at the console... :-)
--
"Who the h*** wants to hear actors talk?" -- H.M. Warner, Warner Brothers,
1927
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