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[Wesnoth-bugs] [support #102787] A Server that works with all official w
From: |
Guillaume Melquiond |
Subject: |
[Wesnoth-bugs] [support #102787] A Server that works with all official wesnoth releases |
Date: |
Sun, 02 Jan 2005 10:51:41 -0500 |
User-agent: |
Mozilla/5.0 (X11; U; Linux i686; fr; rv:1.7.5) Gecko/20041219 Firefox/1.0 (Debian package 1.0+dfsg.1-1) |
This mail is an automated notification from the support tracker
of the project: Battle for Wesnoth.
/**************************************************************************/
[support #102787] Latest Modifications:
Changes by:
Guillaume Melquiond <address@hidden>
'Date:
dim 02.01.2005 at 15:39 (Europe/Paris)
What | Removed | Added
---------------------------------------------------------------------------
Resolution | None | Invalid
Status | Open | Closed
------------------ Additional Follow-up Comments ----------------------------
Why is that a "Technical Support Request"? Closing.
/**************************************************************************/
[support #102787] Full Item Snapshot:
URL: <http://savannah.nongnu.org/support/?func=detailitem&item_id=102787>
Project: Battle for Wesnoth
Submitted by: Blackbeard
On: dim 01.02.2004 at 12:05
Category: None
Priority: 5 - Normal
Severity: 7 - Major
Resolution: Invalid
Privacy: Public
Assigned to: None
Originator Email:
Status: Closed
Summary: A Server that works with all official wesnoth releases
Original Submission: The current approach is to develop the wesnothd server to
match each release. This is major drawback to multiplaying. I almost set the
severity to blocker because of this.
The way wesnoth intergrates multiplaying into the game almost requires specific
servers, but intergrating it is not neccessary.
Rather, design a wesnoth transport protocol (WTP) that standardises data
exchange between clients and the need for several servers vanishes.
Briefly, what HTTP is to HTML, WTP is to WML. While HTML has expanded and
evolved, so WML can expand and evolve with wesnoth's development, but, just as
HTTP has remained substantially unchanged for years, so WTP can remain static.
wesnoth places different demands on the transport layer, compared with HTTP, so
at best we can only say they are both network protocols. Some requirements, in
no particular order, are:
1- Broadcast (WML) game data to all participating players and observers.
2- Interleave data transfers so all clients get serviced regularly and clients
moving a high volume don't hog the server.
3- Check for reconnects and remove the old connection without disturbing a
possible game in progress.
4- Use a discovery method to identify a client's version and optionally its
current configuration.
5- Resend data to a client who requests it.
6- Include a (WML) data compression option for clients that support it.
7- The protocol should be symetrical, as telnet is, so one implementation will
work for both server and client.
8- The network sub-system is modular, based loosely on the 7 layer ISO model.
9- Build the network as a static or dynamic library. Players need only install
an upgrade for their version, if neccessary. This is particularly important for
binary only distributions (read Windows).
This does not mean different versions can play a game together. The server
allows clients to negotiate with each other (the negotiation is _not_ part of
the protocol) and accept or deny based on compatibilty factors only. It does
mean that all clients can connect and participate.
In short, the protocol allows wesnoth applications to talk directly with each
other, as though the remote apps are another ai (for example) in the local app.
This means the current client/server method used need not be substantially
modified.
Follow-up Comments
------------------
-------------------------------------------------------
Date: dim 02.01.2005 at 15:39 By: Guillaume Melquiond <silene>
Why is that a "Technical Support Request"? Closing.
For detailed info, follow this link:
<http://savannah.nongnu.org/support/?func=detailitem&item_id=102787>
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