Complete.Org: Mailing Lists: Archives: tetrinext: February 2000:
[tetrinext] Re: Network protocols
Home

[tetrinext] Re: Network protocols

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: tetrinext@xxxxxxxxxxxx
Subject: [tetrinext] Re: Network protocols
From: Jonathan Hall <jonhall@xxxxxxxxxxxx>
Date: Fri, 18 Feb 2000 18:53:48 -0600
Reply-to: tetrinext@xxxxxxxxxxxx

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
--
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  Jonathan Hall  *  jonhall@xxxxxxxxxxxx  *  PGP public key available
 Systems Admin, Future Internet Services; Goessel, KS * (316) 367-2487
         http://www.futureks.net  *  PGP Key ID: FE 00 FD 51
                  -=  Running Debian GNU/Linux  =-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



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