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Re: A few thoughts on client/server in multi-player games
- To: crossfire (at) ifi.uio.no
- Subject: Re: A few thoughts on client/server in multi-player games
- From: "Carl Edman" <>
- Date: Mon, 11 Apr 94 22:26:17 -0400
- Reply-To:
writes:
> No, the ideal protocol would work something like this:
>
> Server -> client
> map 1 2 floor
> map 1 3 floor
> map 1 4 firewall
>
> [ Client notices the name 'firewall'. Checks its cache (either
> on disk or in memory) and find it has no image associated with
> the name 'firewall' ]
>
> Trouble with that is with name conflicts on different servers, that
> have added similar, yet contradictory, items. Reference my previously
> sent mail for a different idea.
Such name conflicts may very rarely happen but it is hardly tragic if a
user sees one artists idea of a "vampire" instead of anothers. Keeping
completely distinct data bases for each server just to avoid this rare
and at very worst slightly annoying occurence is both a waste of disk
space and bandwidth. Remember, clients may not have multi-gigabyte
disk arrays -- they may be little Macs and PCs or normal users on large
systems with a very limited quota for games.
Carl Edman