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Re: client server part 1
- To: crossfire (at) ifi.uio.no
- Subject: Re: client server part 1
- From: (Cameron Blackwood)
- Date: Fri, 14 Oct 1994 16:12:10 +0000
- In-Reply-To: Remember Oct 13, 22:02 when you rambled....
- Reply-To:
Mark Wedel <> said:
| There are serveral goals of client/sever:
|
| 1) To make it a low bandwidth protocol (sufficiently low so that it
| 2) To keep a smart client, but assumed unsecure client.
| 3) To keep things relatively simple in coding standards.
yep*3
| I don't see how using absolute map coordinates enable the client
It does not. But it does as you say dive some stuff away. Its a nitpick,
but you still have to generate relative ones to do checks on movement
correctness, which counts for nothing.
| STACKING: This is one of the few commands which does make the
The only effect this has is sort of like a choke on the data sent.
SOrt of the client saying i am going to ignore evything past here
anyway so dont send it.
| VIEWRANGE & HEARRANGE: There server (at least now) will never le the
| client know about something than an 11x11 map (to do so would greatly
| change teh game, and give some clients huge advantages). I can't think
I was thinking that stuff like sounds would be useful on a level type
size, for example:
"You hear a roar far to the north."
I know this can be sent as text, still I just thought I would mention
it :-).
| MAP: ranges will be pain to do on the server side (the server then
But bandwidth is the thing that will slow it down, I would say.
Flooding out in rectangles is not too hard for the server to do and I
would have thought that as much of the map is blocks then thats cool.
But if you do not intend to retransmit each frame (which is why one
can assume a smart client) then you dont really need this anyyway I
guess.
| ATTACK: Attacking is not a true command. Right now, an attack hapens
| when you try to move into an unfriendly creature. That is how it
| should remain.
Yeah. True, as I said, the whole thing was stream of flu filled mind.
I was just thinking about all those tavern people I keep running into
and then have to kill :-)
| GENERAL NOTE: I've look over the Protocol file, and for the most
Yeah, I think it will work too, I was just suggesting some
possibilities.
Another is to keep x,y but allow items to be of the form:
ITEM wood_floor 1,1 2,2 3,3 4,4
this would reduce the bandwidth a bit over large refeshes.
| --Mark
cam
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