Crossfire Mailing List Archive
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Re: Client/Server Implementation
- To: crossfire (at) ifi.uio.no
- Subject: Re: Client/Server Implementation
- From: "Rupert G. Goldie" <>
- Date: Mon, 07 Nov 1994 10:52:15 +1100
- In-Reply-To: Message from "Eric A. Anderson" of 1994-Nov-5 19:58:1, <>
- Reply-To:
- Sender:
"Eric A. Anderson" wrote:
> Mark Wedel <> writes:
> > 1) Finish the client/server split as soon as possible, and whether it
> > doesn't handle things particularly well (or in a limited fashion), or th
e
> > protocol is not documented is not important. IT may also mean that
> > the clients become frequently obsoleted as additional commands are added
.
> This gets my vote. [...]
Me too. I think it is best to get a working client/server version ASAP and
then add bells and whistles. Expect to cycle through several versions in
a short period of time.
> > 3) There should be good documentation on what the protocol is, good
> > documentation on what the code does, as well as keeping the code readable.
> This is a good idea too; but if writing documentation stalls the
> release of the client for too long, I'd rather release an interim
> version.
Ditto. At least have a description of the protocol (which we do have at the
moment). Details of the implementation can wait until the code has settled
down.
> > B) Client should have fast startup.
> Yes, a startup on the order of 5 seconds I think is important.
I disagree here. I don't think fast startup is particularly important. Most
Crossfire play probably lasts hours, so taking 30 seconds at the start is
no big deal (Even creating a character takes longer than that).
> > C) Client should be able to take advantage of local image files so that
> > they then do not need to be transmitted.
> Without this, B is violated over 14.4 modems.
It's a good idea anyway.
> E) Playing with the client over 14.4 should be possible and should
> not directly result in the players death because too much data needs
> to be transmitted.
I don't think we should worry about slow connections to start with. Get it
working first, then make sure it works adequately over slow links.
> F) Different speeds of connections should not substantially slow down
> other players.
Yup.
> -Eric
--
Rupert G. Goldie, Research Scientist
Australian Artificial Intelligence Institute
/\/\|| Level 6, 171 Latrobe Street, Melbourne, Australia