Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! Clones, Extensions, Modding » FreeStars » Client -> Server communication for game logic
Client -> Server communication for game logic Mon, 27 February 2006 12:17 Go to previous message
sirgwain is currently offline sirgwain

 
Senior Chief Petty Officer

Messages: 86
Registered: March 2004
Location: Tucson
Hi,

I was browsing through the source code trying to view it from a client perspective and I have a couple of questions. How does the client get game logic information from the server. By game logic I mean things like how much fuel is used by a fleet going warp n, or how many minerals a remote miner will suck from a planet surface.

The client could compute all of these I suppose, but that means you have duplicate code and it means the client goes out of date anytime a server config file changes.

A couple alternatives would be to compile the game logic classes as a dll and have the client consume that. It's not too much to ask to require the client have an up to date server.dll. You would still have to have some way to transfer the specific server configuration xml down to each client in case custom changes were made by the host (the same goes for technology data).

Another alternative is to have each client constantly asking the server for important game logic information when they want to display fuel usage and such to the user. Considering bandwidth these days that would certainly be feasable, but the existing FreeStars! architecture seems to be targeted towards offline clients that get one set of turn data and return one set of submit data.

Any ideas, comments?

Report message to a moderator

 
Read Message
Read Message
Read Message
Read Message
Previous Topic: Compiling under Windows
Next Topic: FreeStars API Documentation
Goto Forum:
  


Current Time: Fri May 17 23:17:41 EDT 2024